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simple64-netplay-server's Introduction

simple64 website

https://simple64.github.io

Netplay

Starting in February 2024, AWS (the hosting service used for netplay) is raising their prices[1]. Running the 4 existing netplay servers currently costs about $15 USD a month. This new price increase will basically double the cost.

I am left with 2 choices if I don't receive more funding:

  1. Remove 2 of the netplay servers (there are currently 4: US West, US East, Paris, and Brazil).

  2. Remove IPv4 support (IPv6 only), which will make the service unavailable for some users.

Please consider supporting this project as a GitHub Sponsor or on Patreon.

[1]https://aws.amazon.com/blogs/aws/new-aws-public-ipv4-address-charge-public-ip-insights/

Downloads

Mac OS: No releases currently, requires a maintainer.

Wiki

https://github.com/simple64/simple64/wiki

Check the Wiki page Simple64 FAQ for CPU and GPU requirements. Do this before asking for help!

simple64-netplay-server's People

Contributors

dependabot[bot] avatar joeldenning avatar loganmc10 avatar

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simple64-netplay-server's Issues

Go TODO

  • Lag should not report 255 when the count is bigger than the lead count (should probably be 0)
  • Test/finish desync
  • Make a function that checks if one uint32 is bigger than another
  • Test settings sync
  • Does the TCP server close when a player leaves? It shouldn't, needs to close at the same time as udp

Which i need to compile?

[ inukaze | 21-09-2020 | 04:23 am ]
[tmp]$ git clone https://github.com/loganmc10/m64p-netplay-server.git
Cloning into 'm64p-netplay-server'...
remote: Enumerating objects: 92, done.
remote: Counting objects: 100% (92/92), done.
remote: Compressing objects: 100% (66/66), done.
remote: Total 578 (delta 56), reused 51 (delta 26), pack-reused 486
Receiving objects: 100% (578/578), 153.64 KiB | 205.00 KiB/s, done.
Resolving deltas: 100% (385/385), done.

[ inukaze | 21-09-2020 | 04:24 am ]
[tmp]$ cd m64p-netplay-server

[ inukaze | 21-09-2020 | 04:24 am ]
[m64p-netplay-server]$ mkdir build

[ inukaze | 21-09-2020 | 04:24 am ]
[m64p-netplay-server]$ cd build

[ inukaze | 21-09-2020 | 04:24 am ]
[build]$ qmake ..
Project MESSAGE: Warning: unknown QT: websockets

[ inukaze | 21-09-2020 | 04:24 am ]
[build]$ 

Dunnos

Hi there again, can you tell me which software i need for compile the server under Windows 7 (32 Bits / 64 Bits) ?

and the another question is why the server don't have a prebuilt release for windows ?

Any sample code?

Hey dude, love your work i was just wondering if there is just a simple breakdown on how to connect to a server.
I'm basically trying to just add a few command-lines to the ui-console of mupen.

Sofar i got it mostly working and "M64CMD_NETPLAY_INIT" connects fine but "M64CMD_NETPLAY_CONTROL_PLAYER" always fails.
I assume i'm missing some steps that are required in getting it to work just from the ui-console.

Sofar i just start a server as stated in the docs here with "-name "Server Name"" then using the NETPLAY_INIT and NETPLAY_CONTROL_PLAYER before M64CMD_EXECUTE.

Do you maybe have some sample code or just a quick guide on getting it up and running.

THANK YOU!

Need help?

Hi @loganmc10, I'm excited to see some of the recent developments you've made with mupen64 netplay. I am an experienced developer (4100 contributions on Github this year, worked at Amazon, maintain a bunch of open source), albeit mostly in javascript rather than C.

I also have been an active member of the super smash bros 64 competitive scene for several years. We use a really old version of Project 64, which is unfortunate since it's Windows-only, has frequent desyncs, and is not under as active development as mupen64 seems to be.

After seeing recent progress in the gamecube emulation world, I recently became interested in seeing if I could help in implementing the following three features for the ssb64 community:

  1. In-game netplay option
  2. In-game, rated matchmaking
  3. Rollback netplay

Much of the ssb64 community is using patched ROMs (notably 19XXNE and Smash Remix), and we have some expertise in that area which could potentially help with modifying the roms. However, we don't have anybody I know of who is involved in emulator development, which would also be needed for any of the things above.

For now, I think I'm most interested in the first two items, which is what led me to m64-netplay-server. I noticed in this comment that you mentioned you are considering eventually creating a matchmaking service, which made me think that our interests might align.

Is there anything you'd like help with?

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