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General FreeSpace => Multiplayer => Topic started by: taylor on April 30, 2017, 11:51:25 am

Title: Any interest in testing the original/new PXO?
Post by: taylor on April 30, 2017, 11:51:25 am
I'm not sure if anyone really cares at this point, but most of the original PXO has been ported and updated and is currently online. The tracker side has been done for a while but is probably ready for more heavy testing than what I can do on my own. The website is something that I'm rewriting from scratch, and while it looks like complete crap, the basics are working (except SquadWar, haven't gotten to that yet).

It works with the retail releases of Descent 3, FreeSpace, and Freespace 2, as well as the current icculus.org version, for which I'll provide source and/or builds for Windows and Linux as needed. The GOG and Steam releases may work, I haven't tested them to see if PXO is still in those.

So if anyone is interested let me know and I'll get things ready to test this week.
Title: Re: Any interest in testing the original/new PXO?
Post by: PIe on April 30, 2017, 01:25:59 pm
I'm interested.
Title: Re: Any interest in testing the original/new PXO?
Post by: AdmiralRalwood on April 30, 2017, 01:35:35 pm
Not counting SquadWar, did the original PXO have any features that fs2netd does not?
Title: Re: Any interest in testing the original/new PXO?
Post by: taylor on April 30, 2017, 04:53:47 pm
Not counting SquadWar, did the original PXO have any features that fs2netd does not?
Design wise, definitely. All traffic is UDP vs TCP which FS2NetD uses, and it runs through psnet client-side just like regular game traffic. This means it doesn't require any extra ports, and is pretty firewall friendly. All a client should need to do is start the game, connect in, and start playing. Creating a game or running a standalone is the only time that port forwarding should be necessary, and then it's just a single port. There are some internal differences with regards to traffic validation and what not, but nothing big.

Basic feature wise I think that FS2NetD has the bases covered. SquadWar is the only real part that's missing, but even that is mostly html and database trickery rather than a client or tracker thing. The PXO code (client and server side) basically just records the score from a game. All of the magic is just in the website. That's why getting PXO up and running again isn't a big deal, FS2NetD works and I assume that SquadWar support there isn't too far off.

I guess that only real 'feature' of PXO over FS2NetD at this point is that it supports the original retail releases for Descent 3, Descent: FreeSpace, Freespace 2 Demo, and Freespace 2.
Title: Re: Any interest in testing the original/new PXO?
Post by: Mongoose on April 30, 2017, 10:10:54 pm
If you got in touch with the remaining D3 server ops, they might be interested in helping you out too.  I'm not sure it'd serve much practical purpose, since the community's been using their own server tracker(s) for a decade now, but might be worth a shot.
Title: Re: Any interest in testing the original/new PXO?
Post by: taylor on April 30, 2017, 11:21:00 pm
If you got in touch with the remaining D3 server ops, they might be interested in helping you out too.  I'm not sure it'd serve much practical purpose, since the community's been using their own server tracker(s) for a decade now, but might be worth a shot.
Yeah, that's on the todo list after things are in a more complete state. D3 is tricky anyway due to the hardcoded URLs, and I don't want to discuss anything with them unless it's 100% ready to use.
Title: Re: Any interest in testing the original/new PXO?
Post by: jr2 on May 01, 2017, 06:50:44 am
Hmm.  What timeframe are you thinking for testing?
Title: Re: Any interest in testing the original/new PXO?
Post by: taylor on May 01, 2017, 07:56:16 am
The tracker is up and going already but I need a day or two in order to get the website ready to go live. I've only been working on the website since this past week so there is a lot missing, but I need to at least get some extra security measures in place before making it public.

So hopefully it will be online late tomorrow, maybe the day after. I'll post here with all the details when it's ready.
Title: Re: Any interest in testing the original/new PXO?
Post by: taylor on May 02, 2017, 07:28:12 am
The website should be up now if anyone wants to go ahead and register. It's very, very early in the development of the website though, so some stuff is missing, some stuff is broken, and it looks like ****. What should work fine is logging in, logging out, registering, and viewing & verifying your account. Rankings should also work. When you register you'll get an email with a link to validate your account. Until it's validated you won't be able to log in to the tracker or chat server. If you don't get the email, or the link doesn't work, email me at [email protected] and I'll set it manually.

I'll get some builds and source for the icculus.org version posted later today, but you should be able to try it out with the retail version in the meantime if you like.

Grab multi.cfg for FS2 here: https://pxo.nottheeye.com/files/multi.cfg
For FS1 grab https://pxo.nottheeye.com/files/pxo.cfg and https://pxo.nottheeye.com/files/std.cfg

The site is at https://pxo.nottheeye.com
Title: Re: Any interest in testing the original/new PXO?
Post by: taylor on May 02, 2017, 06:42:58 pm
Windows builds of the icculus.org version are now available:

Release build: https://pxo.nottheeye.com/files/test/freespace2_rel.zip
Debug build: https://pxo.nottheeye.com/files/test/freespace2_dbg.zip

Source will be released in a couple of hours.

After extracting one of the zips just copy the retail VPs into the directory. The filenames will conflict with the retail version, so don't put them in the same directory. These builds are not compatible with any FSO VPs, configs, or options.

freespace2.exe is the launcher. Using it is not required, but will be easier to copy/paste your PXO credentials in there than in game.

fs2.exe is the game binary. It is perfectly safe to run this without having used the launcher first since it will set all config defaults automatically. The debug build will default to windowed mode, the release will default to fullscreen. You can use the GUI + f key combo to toggle between fullscreen and windowed modes (Windows 10 may screw this up). Another key combo in the debug build that switched modes is ~ + F3. The graphics code will try to init with OpenGL ES 2, then fall back to OpenGL 1.x if that fails. The GLES2 renderer looks a little better, but doesn't have much of a performance difference.

fs2standalone.exe is the standalone server GUI. This is only needed if you want the normal GUI. Using the -standalone cmdline option with the fs2 binary will start standalone without a GUI, making the web interface available on whatever port the standalone is running at (default: http://127.0.0.1:7808). The web interface requires no external resources nor does it make any external connections.
Title: Re: Any interest in testing the original/new PXO?
Post by: taylor on May 02, 2017, 09:03:39 pm
Source is now up: https://pxo.nottheeye.com/files/test/freespace2_src.tar.gz

If you are building on Windows you will also need: https://pxo.nottheeye.com/files/test/Support.zip (112 MB)
Extract the support zip at the same directory level as you extract the source tarball. It has all of the extra libs, dlls, and headers that you should need, and cmake will locate them in that location by default.

To build you need CMake 2.8+. The build directory should be freespace2_src/build/.

For Linux you will also require development packages installed for wxWidgets 3.0+, OpenAL, libwebsockets 0.6+, and SDL 2.0.5+.

Building is NOT support on Mac at this time.
Title: Re: Any interest in testing the original/new PXO?
Post by: taylor on May 21, 2017, 10:38:19 pm
Pushed some server updates. Minor work on the front-end and a bunch of fixes on the back-end.

Highlights:

If there are any issues let me know. Porting SquadWar comes next.

Also, the "Dragon Standalone" that tends to be running is one of my test servers. You are free to use it, but it's on a connection which frequently has really high latency. Just FYI.
Title: Re: Any interest in testing the original/new PXO?
Post by: taylor on November 28, 2017, 06:56:46 pm
Still working on this, but life happens and things get delayed. Bunch of updates on the way but I don't have an ETA for when the new stuff will be available. Too many backend and build issues holding things up. SquadWar will still be disabled in the next site update, since it's taking too long to get some things situated, but it's around 75-80% complete at this point.


In the meantime I could use a little help testing something. Go here and see if it loads and looks okay for everyone: https://pxo.nottheeye.com/files/junk/maptest.html

Mouse wheel to zoom, or double-click to zoom in and shift-double-click to zoom out. Click and drag to pan around. I know it doesn't work properly on mobile yet, but it will by the time it goes live (whenever that is). If it doesn't work on the first page load please reload it and try again. It's all hacked together to work without the dev site so it's a little extra flaky.
Title: Re: Any interest in testing the original/new PXO?
Post by: ngld on November 28, 2017, 08:30:27 pm
The map interaction doesn't work for me because apparently the SVG never emitted a load event. If I type $('#leaguemap').trigger('load') in the browser console, everything works as expected.
Title: Re: Any interest in testing the original/new PXO?
Post by: taylor on November 28, 2017, 08:59:59 pm
The map interaction doesn't work for me because apparently the SVG never emitted a load event. If I type $('#leaguemap').trigger('load') in the browser console, everything works as expected.
What browser/OS? Same thing happened to me with Chrome/Linux, but only on the first page load.
Title: Re: Any interest in testing the original/new PXO?
Post by: ngld on November 28, 2017, 09:11:19 pm
Chromium / Linux

I tried reloading but that didn't work. If I open the page now it works but if I then reload, it once again doesn't work...  :confused:
Something weird is going on with caching here.
Title: Re: Any interest in testing the original/new PXO?
Post by: taylor on November 28, 2017, 09:42:55 pm
Caching is disabled the way that the test is served. I think that the svg is forced to load from the server every time whereas the html/css/js ends up cached by the browser (in memory at least). I had to bypass some stuff to get it to work at the moment, so hopefully that's the only reason it's messing up. The real version should be cached properly.
Title: Re: Any interest in testing the original/new PXO?
Post by: taylor on February 23, 2018, 02:53:25 am
Another test if anyone has some time...

https://pxo.nottheeye.com/files/junk/games/freespace/demo/play/fsdemo.html

It should work in most recent browsers. Download is ~25 MB (~40 if no compression for some reason). 99% of that should be persisted, so you shouldn't have to download it each time. There is still a bit of work to do before it can be put into the main site, but the port itself is basically done.

Known issues

The FS2 demo port is also done, but wth 2.5x the download size and exactly the same bugs, I'm only testing FS1 for now.


Unrelated things:

The PXO website has been updated a bit. Basically the same on the surface, but a TON of work beneath. It should generally work better now and the groundwork is in place for future features. And emails should be far less likely to end up as spam too.

A majorly updated games section is the primary focus right now. New builds, better documentation for self-building, updated documentation in general, new design/update for the icculus.org freespace2 project site, ability to view active game servers, etc.

After that I will be adding PXO support for/to FSO. The current plan is to abstract the tracker code away so that both FS2NetD and PXO are supported.

And a long the way, more SquadWar work. About the only thing missing right now is challenges/matches, more work on the admin side (lost a lot in a drive crash) and squad forums. "Forums" (really just messaging) will be pretty basic but will allow squads to have internal discussions, discuss things with other squads, and be used to help recruit new squad members. Unlike the old PXO, email addresses will not be made visible so the forum is intended to fill this gap.
Title: Re: Any interest in testing the original/new PXO?
Post by: jg18 on February 23, 2018, 07:25:48 pm
Cool stuff, although I was wondering, is your SquadWar work separate from chief's port of the SquadWar server to PHP? I was working on FSO-side support for his server, specifically validating matches before they take place and automatically reporting the results of matches using a RESTful API powered by Boost Asio. I got it like 98% complete but never figured out exactly where was the right spot in the netcode to report the results and handle invalid matches.

Are you interested in work on the in-game netcode as well? I still have some interest in that and have made good strides on getting to grips with some core components of the netcode like the object update code (multi_obj.cpp) and the low-level netcode (psnet2.cpp) and have some ideas for experiments and possible improvements, but I guess we first need to understand where the poor performance is coming from. I guess all of that stuff is out of scope for this thread though.
Title: Re: Any interest in testing the original/new PXO?
Post by: taylor on February 24, 2018, 03:31:03 am
Yes, my work is separate. It's based on the same Volition code but that's about it. The client-side tracker stuff is just ported from the original code, the server-side tracker code (C/C++) is a rewrite of the original code, and the web stuff is all new (node.js/Express) but based on the basic functionality of the original ColdFusion code.

I haven't really looked at how much of that client code is currently in FSO so I'm not sure if this will apply to you. There are only two functions that are called from outside of the squadwar/tracker code: multi_sw_ok_to_commit() and multi_sw_report(). The first is called near the end of multi_create_ok_to_commit() in multiui.cpp and the second is called in multi_debrief_accept_hit() and multi_debrief_esc_hit(). At least that's what I found anyway. Feel free to email/PM me and I can send you the actual code if you need it in context.

And you are on my TODO list btw. I plan to get with you once I have my full requirements list done, but before coding actually starts. It should benefit everyone to have a standard API for that stuff. :)

Improving the netcode is a bit out of the scope of what I'm working on since I have to maintain retail compatibility, and I don't really have the time to devote to FSO anymore. Bug fixes are another story but I haven't found anything obvious yet. I have thought about beefing up the old demo recording code in order to run multi simulations and test for issues but I really haven't had the time to deal with that. I did the same thing many years ago to do valgrind testing: play a mission while recording it with the demo code, then repeatedly play it back under valgrind to find problems and test fixes.
Title: Re: Any interest in testing the original/new PXO?
Post by: Rogue Assassin04 on February 26, 2018, 04:14:51 am
IT IS WORKING!!!! THANKS A LOT..

but nobody is online and there are no games running to check hows is the performance and all...

Hope they implement PXO back to the FSO releases.

Thanks Again!!!
Title: Re: Any interest in testing the original/new PXO?
Post by: PIe on February 26, 2018, 04:36:45 am
but nobody is online and there are no games running to check hows is the performance and all...
I'd like to test it with someone else, so we could try to work something out.
Title: Re: Any interest in testing the original/new PXO?
Post by: taylor on February 26, 2018, 05:47:02 am
IT IS WORKING!!!! THANKS A LOT..

but nobody is online and there are no games running to check hows is the performance and all...

Hope they implement PXO back to the FSO releases.

Thanks Again!!!
The registered user count is in the single digits, so you are pretty unlikely to happen upon other players.

And PXO will come to FSO, whether officially or unofficially. It's the next thing on my list to work on.
Title: Re: Any interest in testing the original/new PXO?
Post by: Rogue Assassin04 on February 27, 2018, 12:42:01 am
but nobody is online and there are no games running to check hows is the performance and all...
I'd like to test it with someone else, so we could try to work something out.

how about this saturday??
Title: Re: Any interest in testing the original/new PXO?
Post by: PIe on March 03, 2018, 05:52:05 pm
First off, thanks for putting in the work.  I've wanted to play at least a little multiplayer for a while.
Changing difficulty for a pilot doesn't work except if I create a single player pilot, change the difficulty and then convert it to a multiplayer pilot.
It seems to crash every so often and I can't reproduce it reliably.  Also, it sometimes doesn't exit properly, as I just found it fs2.exe running in the background.  I launched it normally, not in any headless mode.
Finally, I'd be very happy to play multi with someone.  Just PM me here or I'm also on HLP's Discord server (https://discord.gg/YNVP3WR) a lot, so that's another option.
Title: Re: Any interest in testing the original/new PXO?
Post by: AdmiralRalwood on March 04, 2018, 11:18:15 pm
Changing difficulty for a pilot doesn't work except if I create a single player pilot, change the difficulty and then convert it to a multiplayer pilot.
Playing multiplayer on any difficulty other than Medium is prone to (even more) problems.
Title: Re: Any interest in testing the original/new PXO?
Post by: taylor on March 05, 2018, 06:12:28 am
Posted a reply yesterday, but it appears to have vanished, and I don't remember what all I said. :rolleyes:

But changing skill level is disabled for multi, per the original code. So :v: did it intentionally and it's not a bug.
Title: Re: Any interest in testing the original/new PXO?
Post by: PIe on March 05, 2018, 08:05:39 am
If playing multi on anything other than medium is a problem, having the unchangeable default be easy may not be ideal.
Title: Re: Any interest in testing the original/new PXO?
Post by: taylor on March 05, 2018, 10:05:45 pm
From the code it looks like the skill level is only what is set by the host, except for team games where it appears to be forced to medium. So your individual skill level setting is irrelevant anyway. This is for retail though and I'm not sure if FSO still handles it this way.
Title: Re: Any interest in testing the original/new PXO?
Post by: ShivanSpS on March 07, 2018, 03:09:11 pm
Why this dosent work on FSO exactly? i would have guess you only needed to point it to the server.
Title: Re: Any interest in testing the original/new PXO?
Post by: chief1983 on March 07, 2018, 03:17:04 pm
I am not sure if FSO is compatible with this PXO implementation without code changes, as it was built to work with FS2NetD and not the original PXO code (which was removed and then reverse engineered into FS2NetD at one point as I understand it).
Title: Re: Any interest in testing the original/new PXO?
Post by: taylor on March 07, 2018, 04:43:45 pm
I've already started on the PXO version for FSO but there is no ETA for it. It's pretty different from FS2NetD and isn't at all compatible as things are now. FS2NetD was written completely separate initially and then modified a bit with some rewrites after we got our hands on the original PXO code. So FS2NetD has the same basic features but operates in a different manner than PXO does.



For the FSO version of PXO a lot of the code will work without too many changes but a few notable things will need a good bit of re-engineering. And it will need a rewrite of the tracker code on the server side too, which I started last week but will need some time to complete. FSO support in PXO means supporting mods and TCs and various other things that the original code just wasn't meant to handle. So it's a bit more complicated than what I did with the icculus.org version.

First step is ripping out FS2NetD (done), adding in all of the PXO client code (done), rewriting some things for FSO (in-progress), plugging all of the code in throughout the engine, and adding support for mods and TCs.  Then comes testing to make sure it all works. After that I work on an abstraction layer, rewrite PXO to work with it, then add FS2NetD back in after a bit of a rewrite, then a lot more testing. And then we see if the work is good enough that SCP accepts it.
Title: Re: Any interest in testing the original/new PXO?
Post by: chief1983 on March 07, 2018, 05:08:26 pm
At this point anything that works and anyone is willing to support, I'd accept :)

One thing I did notice, I had no issue hitting ships in the game I played the other night.  Really surprised that this build has multi that felt truly playable, when everyone says there's no reason FSO's should be any worse than retail's.
Title: Re: Any interest in testing the original/new PXO?
Post by: AdmiralRalwood on March 08, 2018, 10:23:20 pm
Really surprised that this build has multi that felt truly playable, when everyone says there's no reason FSO's should be any worse than retail's.
Having literally played retail multiplayer, I can state firsthand it's identical to FSO multiplayer.
Title: Re: Any interest in testing the original/new PXO?
Post by: Rogue Assassin04 on March 09, 2018, 08:04:48 am
PEOPLE!

PXO worked flawlessly.. its amazing! all of us must play.

All Credits to Taylor, (PIe and Me for testing it first hand).. Thank you Taylor for making it functional!

Hope more players join... The Community owes you a ton!
Title: Re: Any interest in testing the original/new PXO?
Post by: taylor on March 09, 2018, 06:35:21 pm
Awesome, good to hear it's working well!  :D

Still lots of things on the todo list so it should just keep getting better. More testing and bug reports are a huge help too. A new set of builds is coming out the next day or two with numerous fixes, so be on the lookout for that.
Title: Re: Any interest in testing the original/new PXO?
Post by: taylor on March 10, 2018, 03:35:43 am
New builds are now available...

https://pxo.nottheeye.com/files/test/freespace2_rel.zip (Win32 Release build, 6.4 MB)
https://pxo.nottheeye.com/files/test/freespace2_dbg.zip (Win32 Debug build, 24 MB)
https://pxo.nottheeye.com/files/test/freespace2_src.tar.gz (Source, 3.9 MB)

Support libraries only required if building from source on Windows:
https://pxo.nottheeye.com/files/test/Support.zip (205 MB)


Changelog:


For taking a screenshot, the Print Screen key still works, but now there is an option if your keyboard doesn't have a dedicated Print Screen key.
Title: Re: Any interest in testing the original/new PXO?
Post by: PIe on March 10, 2018, 09:40:09 pm
I'm still unable to bind the numpad keys.
Title: Re: Any interest in testing the original/new PXO?
Post by: taylor on March 10, 2018, 09:49:39 pm
Just realized that the fix for using the standalone web interface over https wasn't included in the builds posted. They have now been updated to include the proper fix.


I'm still unable to bind the numpad keys.
Thanks, I'll check it out. I'm doing something weird with the keyboard handling so that the code doesn't require special hacks for dealing with non en-US keyboard layouts and the translation of keys to particular array indexes is off.
Title: Re: Any interest in testing the original/new PXO?
Post by: PIe on March 13, 2018, 08:38:41 pm
A couple things I've found while testing tonight:
It always crashed a short while into the mission.  fs_debug.log (https://pastebin.com/XLZkWfUZ) and multi.log (https://pastebin.com/1na2dawE)
Also, the debug build starts in windowed mode by default, even though I have the launcher set for fullscreen.
Title: Re: Any interest in testing the original/new PXO?
Post by: taylor on March 13, 2018, 09:28:40 pm
Also, the debug build starts in windowed mode by default, even though I have the launcher set for fullscreen.
Yes, that was intentional. Debug will always start in windowed mode so that it's more debugger friendly. Not a retail thing of course, I just got tired of forgetting to do it myself. You can use ALT+ENTER to switch to fullscreen, or back to windowed, at any time.
Title: Re: Any interest in testing the original/new PXO?
Post by: PIe on March 14, 2018, 04:18:56 pm
Very low priority but showing web rankings doesn't work.  I get a popup that there's no default web browser.
It seems that there are two ways of creating a game: clicking on the create button and joining a server where there's no game going on.  On chief1983's server they do the same thing, but on ngld's, joining a server doesn't make the pack of non-default missions available.  I can only see them on ngld's server if I hit the create game button.
Title: Re: Any interest in testing the original/new PXO?
Post by: ngld on March 15, 2018, 03:05:22 am
When I added the missions, I just told the server to reload the mission files through the web interface and didn't restart it. Maybe that caused the issue?

I also have a feature request: I'd like to set the server's name through a command line option or configuration file. Currently it resets to "Standalone server" on every restart.
Title: Re: Any interest in testing the original/new PXO?
Post by: taylor on March 15, 2018, 10:04:03 am
Very low priority but showing web rankings doesn't work.  I get a popup that there's no default web browser.
It does just launch the default browser. Is this on Windows? I'll give it a look just to make sure I didn't screw up the code, but I think the current behavior is correct.


When I added the missions, I just told the server to reload the mission files through the web interface and didn't restart it. Maybe that caused the issue?

I also have a feature request: I'd like to set the server's name through a command line option or configuration file. Currently it resets to "Standalone server" on every restart.
To the first part, yes. It will only find new missions when the game is started (so on cfile init) and the refresh button is just to re-validate the current mission files.

The default standalone name can be set in multi.cfg using the "+name" option.
Title: Re: Any interest in testing the original/new PXO?
Post by: PIe on March 15, 2018, 10:13:49 am
It does just launch the default browser. Is this on Windows? I'll give it a look just to make sure I didn't screw up the code, but I think the current behavior is correct.
Windows 10, default browser is Firefox Nightly.

[attachment stolen by Russian hackers]
Title: Re: Any interest in testing the original/new PXO?
Post by: taylor on March 15, 2018, 07:08:25 pm
Okay, browser bug fixed. Had to switch to ShellExecuteA() instead of the default Unicode variant for it work.


If there are any other notable issues let me know. I'm going to finalize and merge all of the code tomorrow and then release new builds. After that I'll focus mostly on getting FSO support done.
Title: Re: Any interest in testing the original/new PXO?
Post by: Rogue Assassin04 on March 15, 2018, 09:25:27 pm
Okay, browser bug fixed. Had to switch to ShellExecuteA() instead of the default Unicode variant for it work.


If there are any other notable issues let me know. I'm going to finalize and merge all of the code tomorrow and then release new builds. After that I'll focus mostly on getting FSO support done.


And once FSO support has been added, I am gonna test it first along with PIe
Title: Re: Any interest in testing the original/new PXO?
Post by: PIe on March 15, 2018, 11:48:09 pm
I restarted ngld's server but the extra missions still don't show up if I just join the server and don't use the create game button.
Also, when I did use the create game button, the server disappeared for the other player.  It only worked if I used the join button, where only the default missions were available.  I don't remember if this happened all the time, since I may have played some of those missions on the other server.
Title: Re: Any interest in testing the original/new PXO?
Post by: taylor on March 16, 2018, 11:36:20 am
Make sure that the missions are installed properly on the standalone. If it's running on Linux then it's case sensitive and the missions need to be under "Data/Missions/". The case of the filenames shouldn't matter.

The join button will join a standalone, the MASTER, and if you are the first one to join then it makes you the HOST. The create game button doesn't interact with a standalone, it makes you be the MASTER and HOST of the game. What missions are available to play is determined by the MASTER. So when you click the create game button it's showing the missions that you have installed. When you join a standalone it's showing the missions that it has installed. Does that make sense?
Title: Re: Any interest in testing the original/new PXO?
Post by: PIe on March 16, 2018, 12:51:10 pm
I get it now; thanks.  I must have misunderstood; the server didn't disappear; the other player just couldn't see my game, since I'm unable to host.
Title: Re: Any interest in testing the original/new PXO?
Post by: taylor on March 16, 2018, 01:20:37 pm
Yeah that's probably what happened. There was/is a bug in the tracker that would continuously add and remove a game due to ... magic, or something. It should be fixed, but when you mentioned that problem I immediately thought that was the cause, though I haven't had a chance to go over the logs and figure it out yet. But if you were trying to be MASTER of a game behind that big NAT then it would have looked like the same thing to the tracker and clients, where it would keep disappearing. You could be HOST just fine, since the standalone would do most of the work for you, but MASTER is out of the question.
Title: Re: Any interest in testing the original/new PXO?
Post by: PIe on March 18, 2018, 11:21:39 am
I noticed a few more things.
Messages from the support ship are always sent twice.
I don't know if this is a bug since I don't know if it works the same way in retail, but the support ship doesn't repair subsystems and Shift+Enter to self-destruct doesn't work.  The reason I figured this out is because all my subsystems were disabled and the support ship didn't repair them, so without self-destructing, all I could do was watch.
Title: Re: Any interest in testing the original/new PXO?
Post by: taylor on March 18, 2018, 05:50:18 pm
I'll add those things to my list. I'm pretty busy this week however, so it may be the weekend before I get the chance to work on it.
Title: Re: Any interest in testing the original/new PXO?
Post by: karajorma on March 18, 2018, 06:37:49 pm
Messages from the support ship are always sent twice.

I remember fixing that once. Commit r4745 in SVN.


Quote
I don't know if this is a bug since I don't know if it works the same way in retail, but the support ship doesn't repair subsystems and Shift+Enter to self-destruct doesn't work.  The reason I figured this out is because all my subsystems were disabled and the support ship didn't repair them, so without self-destructing, all I could do was watch.

Do the ships not dock or do they dock but not repair subsystems. Because I'm sure I also fixed a bug related to the former.
Title: Re: Any interest in testing the original/new PXO?
Post by: PIe on March 18, 2018, 06:44:33 pm
Do the ships not dock or do they dock but not repair subsystems. Because I'm sure I also fixed a bug related to the former.
It docked and reloaded missiles but didn't repair subsystems.
Title: Re: Any interest in testing the original/new PXO?
Post by: karajorma on March 18, 2018, 10:13:45 pm
I may have fixed that one too. Does it work in current FS2_Open builds?
Title: Re: Any interest in testing the original/new PXO?
Post by: PIe on March 18, 2018, 10:47:50 pm
Yes.
Title: Re: Any interest in testing the original/new PXO?
Post by: taylor on March 21, 2018, 11:18:37 pm
I noticed a few more things.
Messages from the support ship are always sent twice.
I don't know if this is a bug since I don't know if it works the same way in retail, but the support ship doesn't repair subsystems and Shift+Enter to self-destruct doesn't work.  The reason I figured this out is because all my subsystems were disabled and the support ship didn't repair them, so without self-destructing, all I could do was watch.
Messaging bug should be fixed. The support ship bug may also be fixed, but I haven't been able to properly test this. After a couple dozen games, I still can't end up with a subsystem destroyed. Made a hack to test it, and it worked, but I'm not terribly confident that it's fixed.

And self-destruct is Shift+End (retail default). The debug console is Shift+Enter.
Title: Re: Any interest in testing the original/new PXO?
Post by: PIe on March 21, 2018, 11:24:39 pm
Voice chat doesn't seem to work.  I can get a flicker on the mic check, but in-game it didn't seem to work at all.
And self-destruct is Shift+End (retail default). The debug console is Shift+Enter.
Oops.
Title: Re: Any interest in testing the original/new PXO?
Post by: taylor on March 22, 2018, 02:06:15 am
Voice chat doesn't seem to work.  I can get a flicker on the mic check, but in-game it didn't seem to work at all.
Thanks for testing that. I pretty much forgot about it after getting it working with the mic check 4-5 years ago. I'll have a look at it in the next day or so and see if I can get it fixed for this weekend's builds.
Title: Re: Any interest in testing the original/new PXO?
Post by: ShivanSpS on March 25, 2018, 12:52:05 pm
Any reason of why this new PXO shouldt work with FSO? i can change the server URL in code. Or FSO changed the multi code for FS2netd?

BTW. i did try it but it does not connect, maybe a diferent port?
Title: Re: Any interest in testing the original/new PXO?
Post by: taylor on March 25, 2018, 02:21:45 pm
Any reason of why this new PXO shouldt work with FSO? i can change the server URL in code. Or FSO changed the multi code for FS2netd?

BTW. i did try it but it does not connect, maybe a diferent port?
PXO is entirely different from FS2NetD, so they aren't compatible. The PXO client code will be integrated with FSO at some point in the near future though.
Title: Re: Any interest in testing the original/new PXO?
Post by: PIe on March 31, 2018, 10:06:28 am
While playing last night, I called for support and eventually the request got aborted, not because I cancelled it but I assume because the support ship died, though I'm not entirely sure.  After that though, I couldn't call for support the normal way (C-5) and the comms menu only had the option to abort.  I can't remember exactly, but I think it still showed up in the all ships comms menu (C-1) but it didn't respond to any orders, probably because it was dead.  Once the other player called in another support ship, I could rearm by giving an order through C-1.
Title: Re: Any interest in testing the original/new PXO?
Post by: taylor on March 31, 2018, 12:13:50 pm
I noticed a similar issue during testing but I was never able to reproduce it. This was on a non-PXO multi game with just me as master/host, so it's not a network issue but a straight code issue. I noticed several radar glitching bugs the same way.

I'll put it on my list as a definite bug, but things like that are pretty difficult to track down due to the randomness of it happening. If you find a mission or scenario that it happens more often please let me since that would be a big help.
Title: Re: Any interest in testing the original/new PXO?
Post by: taylor on June 24, 2019, 05:39:00 pm
PXO support for FS2 Open is now in testing. These tests are being run against the 3.8.0 release right now so follow usage instructions from that thread.

At the moment the test tracker is running on a database separate from the current tracker and website. All user accounts which existed as of 2019-7-22 are in this test database. If you already have a PXO account as of that date then you will be able to use the FS2 Open test builds. All test accounts are pre-validated so if you hadn't been able to validate your account previously then you don't have to worry about it with the test builds. Running on a separate database also means that your stats will not show up on the current website and all stats will be cleared after the test is done.

Windows builds are available here: https://pxo.nottheeye.com/files/test/fs2open/fs2_open_3_8_0-PXO.zip

Linux and OS X users should build from the git repo which is located here: https://github.com/notimaginative/fs2open.github.com
Just clone the repo, switch to the 'pxo' branch, and follow normal build instructions.

As always, you'll need the multi.cfg available here: https://pxo.nottheeye.com/files/multi.cfg

If you have any problems please let me know.   :D
Title: Re: Any interest in testing the original/new PXO?
Post by: Colonol Dekker on June 25, 2019, 12:05:34 am
I look forwards to a resurgence in multi player  :yes: :yes:
Title: Re: Any interest in testing the original/new PXO?
Post by: Mammothtank on June 25, 2019, 06:30:10 am
I also look forward to it. However I'm handicapped by being an ocean away.
Title: Re: Any interest in testing the original/new PXO?
Post by: TechnoD11 on June 25, 2019, 07:47:37 am
I would love to challenge some HLPers in some multiplayer FSO! I'll be watching this closely!
Title: Re: Any interest in testing the original/new PXO?
Post by: jr2 on June 25, 2019, 08:26:37 pm
I also look forward to it. However I'm handicapped by being an ocean away.

While no help now, and although it can't help with the time difference, at least as far as latency is concerned, Starlink should eventually provide a good solution to international gaming once it's up and running:

Hidden Text: Show
Title: Re: Any interest in testing the original/new PXO?
Post by: ngld on June 28, 2019, 08:43:16 pm
Hm... I managed to get a standalone running but it's not showing up on the client. Wireshark tells me that PXO is at least sending its name in the server list so it seems to be a client-side issue.
I think I had a similar problem with the last PXO release but I can't recall how we solved it. I might be misremembering though.
Title: Re: Any interest in testing the original/new PXO?
Post by: taylor on June 28, 2019, 10:34:28 pm
I see your standalone listed in the database, so that much is working at least. Make sure the client is in the right chat channel -- #Eleh -- or the standalone might be filtered out.

Also, check the PXO credentials on your side for the client. I'm seeing login failures for you where the login name is wrong. Standalone servers on PXO don't require login or any other credentials, they just advertise themselves to the game tracker. Clients must also go through the user tracker so login in required in that case.
Title: Re: Any interest in testing the original/new PXO?
Post by: ngld on June 28, 2019, 10:54:06 pm
Yes, I ... uh... forgot that the website login was not the client login. Figured that out soon enough though.
If I launch the client, it succesfully logs in and shows me the Eleh channel. It also claims that there's one player and one game on that channel. However, as soon as I hit the Games button, it tells me that no game servers were found. I've also tried to select the channel but it already told me that I was on the channel (<player name> on Eleh) so that didn't make a difference.
Title: Re: Any interest in testing the original/new PXO?
Post by: taylor on June 29, 2019, 12:09:44 am
Hmm. Well, I have found a couple of bugs in the new tracker daemon so maybe the issue linked to that. The logs show a problem, which should be unrelated, but perhaps there is a bug I haven't found yet. I'll go through the code again and do a test to make sure before updating the server. The update will be pushed tonight or tomorrow and we'll see if that's the problem.

And the reason that the game credentials are different is just a security thing. For compatibility sake there is no encryption for the tracker and login credentials are transmitted in the clear. So these credentials are randomly generated and, aside from logging into the tracker, have no real value. The stuff that makes a difference is for the website login and that's hashed+salted+100k-iterations. The display name on the website is just that, something to identify you in rankings and SquadWar in a friendly way. It doesn't have the character restrictions that the game login imposes either and can be any UTF-8 compatible string. You could just make your display name fifty poop emojis if you wanted.


(P.S. I might ban you, out of spite, if you make your display name fifty poop emojis  :p  :D)
Title: Re: Any interest in testing the original/new PXO?
Post by: chief1983 on June 29, 2019, 12:14:26 am
This really makes me want to make my display name forty nine poop emojis.
Title: Re: Any interest in testing the original/new PXO?
Post by: taylor on June 29, 2019, 12:42:17 am
Ok, found the bug. It's a compatibility issue in the shared FS2/FSO code. I discarded that change on the client side when I reworked the code and forgot to modify the server side to match. Game listings should work properly after the server update.


This really makes me want to make my display name forty nine poop emojis.
I'll allow it.  ;)
Title: Re: Any interest in testing the original/new PXO?
Post by: taylor on June 29, 2019, 06:31:17 am
Server updated with the fixes. My client is now correctly notified of your standalone, sends a query to it, get's a response, but it still doesn't show up. So the server side issue is fixed and something client side is still questionable. But maybe it will work for you or someone else now. I'll look into it more later on this weekend either way.
Title: Re: Any interest in testing the original/new PXO?
Post by: taylor on July 03, 2019, 04:24:14 pm
The test build for Windows has been updated. This should fix servers not showing up as well as a couple of smaller issues. If you still have problems let me know.

Windows builds: https://pxo.nottheeye.com/files/test/fs2open/fs2_open_3_8_0-PXO.zip
Source code: https://github.com/notimaginative/fs2open.github.com ('pxo' branch)
Title: Re: Any interest in testing the original/new PXO?
Post by: woutersmits on September 20, 2019, 03:06:37 pm
im intrested too but i get login invailed can someone fix that want to coop
Title: Re: Any interest in testing the original/new PXO?
Post by: taylor on September 20, 2019, 07:06:57 pm
Can you post your multi.log?
Are you using the right multi.cfg (https://pxo.nottheeye.com/files/multi.cfg)?
Title: Re: Any interest in testing the original/new PXO?
Post by: woutersmits on September 21, 2019, 09:57:44 am

05/05 11:58:16~   psnet_init() detected lan connection

05/05 11:58:16~   psnet_get_ip() reports IP : 0.0.0.0
05/05 11:58:16~   Receive buffer set to 4096
05/05 11:58:16~   Send buffer set to 4096
05/05 11:58:16~   Error on IPX startup 10047
05/05 11:58:16~   Error on IPX startup 10047
05/05 11:58:16~   Found no RAS connections
Title: Re: Any interest in testing the original/new PXO?
Post by: taylor on October 21, 2019, 09:09:36 pm
The PXO test build has been updated to what I hope is the final version. This build does have breaking changes so even if old builds appear to still work, they don't. So please be sure to update to the newest version before trying to test anything.

Windows builds: https://pxo.nottheeye.com/files/test/fs2open/fs2_open_3_8_0-PXO.zip
Source code: https://github.com/notimaginative/fs2open.github.com ('pxo' branch)

If there are any issues let me know so that I can get them fixed as quickly as possible.
Title: Re: Any interest in testing the original/new PXO?
Post by: jr2 on October 29, 2019, 07:25:51 pm
Is PXO going to be supported out of the box in all future FSO builds at some point?
Title: Re: Any interest in testing the original/new PXO?
Post by: taylor on October 29, 2019, 09:33:52 pm
It will likely be included in the next RC release after I fix a few build issues. And if nothing is totally broken, should be in all future releases.
Title: Re: Any interest in testing the original/new PXO?
Post by: ShivanSpS on November 04, 2019, 12:14:02 pm
So this means we finally have a fix for multiplayer?
Title: Re: Any interest in testing the original/new PXO?
Post by: taylor on November 04, 2019, 12:47:18 pm
It should help solve the problem of organizing and playing multi games. Probably won't address any of the other issues with multi though. That's for someone else to address.
Title: Re: Any interest in testing the original/new PXO?
Post by: Highlander01 on December 19, 2019, 08:48:30 am
The PXO test build has been updated to what I hope is the final version. This build does have breaking changes so even if old builds appear to still work, they don't. So please be sure to update to the newest version before trying to test anything.

Windows builds: https://pxo.nottheeye.com/files/test/fs2open/fs2_open_3_8_0-PXO.zip
Source code: https://github.com/notimaginative/fs2open.github.com ('pxo' branch)

If there are any issues let me know so that I can get them fixed as quickly as possible.

I'm getting a link not found type message
Title: Re: Any interest in testing the original/new PXO?
Post by: taylor on December 19, 2019, 10:01:07 am
PXO is now officially supported in nightly builds so the old test builds have been removed.
Title: Re: Any interest in testing the original/new PXO?
Post by: jr2 on December 19, 2019, 07:19:12 pm
PXO is now officially supported in nightly builds (https://www.hard-light.net/forums/index.php?board=173.0) so the old test builds have been removed.


Which are in Hard Light Productions Forums » Modding, Mission Design, and Coding » FS2 Open Coding - The Source Code Project (SCP) » Nightly Builds.  ;)

Mentioned and linkified for posterity.  Although considering it'll be in the next major build it shouldn't really be a problem then.  Hmm...   :blah:  Ok Imma just... :warp:
Title: Re: Any interest in testing the original/new PXO?
Post by: Colt on December 21, 2019, 03:03:46 am
Hmm. My buddy and I created our PXO accounts and verified the emails sent to us, but when signing into multiplayer we get a message telling us that our login was not accepted. We can see the two servers, but can't join because of the aforementioned.

(also where do the multi.cfg files go, if they are still required?)
Title: Re: Any interest in testing the original/new PXO?
Post by: taylor on December 21, 2019, 03:27:06 am
For you, the password is wrong. Swap the c & z and it should work (cz -> zc). If your buddy is fithline then that account isn't validated yet.

If you are using a nightly build then multi.cfg shouldn't be required unless you want to change the default values. If the multi.cfg file is missing, from retail, or configured for FS2NetD, then it will use the default PXO setup automatically.
Title: Re: Any interest in testing the original/new PXO?
Post by: Colonol Dekker on December 21, 2019, 01:27:39 pm
So just run a nightly and PXO works?
Title: Re: Any interest in testing the original/new PXO?
Post by: taylor on December 21, 2019, 06:21:21 pm
So just run a nightly and PXO works?

It should. Needs to more testing to make sure it works for everyone though. Nightly builds also have the auto port forwarding code now too, so in theory you shouldn't have to deal with firewall stuff either.
Title: Re: Any interest in testing the original/new PXO?
Post by: Cyborg17 on December 21, 2019, 08:11:17 pm
Just wanted to say that PXO worked for me two nights ago. Thank you Taylor!  :yes:
Title: Re: Any interest in testing the original/new PXO?
Post by: Colt on December 21, 2019, 08:25:25 pm
For you, the password is wrong. Swap the c & z and it should work (cz -> zc). If your buddy is fithline then that account isn't validated yet.
-facepalm- whoops.

We were able to connect to a server (NYC one) and select missions, but once we'd start a mission it would freeze and crash to desktop immediately after starting for both of us. Tried again with debug but couldn't find a cause for it.
Title: Re: Any interest in testing the original/new PXO?
Post by: Cyborg17 on December 21, 2019, 08:29:52 pm
I was running into that, too.  Chief's standalones seem to have a bug of some sort.  It's not you guys.  Basically, one of you should try starting a new server.  Let us know if you guys are able to accomplish it without port forwarding, since that code is in the current nightlies now.
Title: Re: Any interest in testing the original/new PXO?
Post by: Colt on December 21, 2019, 08:57:56 pm
I was running into that, too.  Chief's standalones seem to have a bug of some sort.  It's not you guys.  Basically, one of you should try starting a new server.  Let us know if you guys are able to accomplish it without port forwarding, since that code is in the current nightlies now.
Just did some more testing. We both hosted a server  but were unable to find eachother, or connect via IPs. Only way we could connect was through connecting to either of the two servers available and starting our lobbies there.

Also I just remembered after my previous post about the "Upload Debug Log" button. No idea if this helps but here you go https://fsnebula.org/log/5dfed4e1cb0d330e6a8b7ed1