TESTERS WANTED: RyuLDN implementation #65
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These changes allow players to matchmake for local wireless using a LDN server. The network implementation originates from Berry's public TCP RyuLDN fork. Logo and unrelated changes have been removed.
Additionally displays LDN game status in the game selection window when RyuLDN is enabled.
Functionality is only enabled while network mode is set to "RyuLDN" in the settings.
If you're just here to download the LDN build, get the canary release here
Download the artifacts for this pull request:
GUI-less (SDL2)
Only for Developers
Ryujinx_1.2.0+97da30d_2024-10-26_00-17-47.log
Ryujinx_1.2.0+97da30d_2024-10-25_23-59-19.log
so far so good, played couple laps on MK8DX 3.03 connection to wireless was smooth, only me and another person was in the lobby, there were no visual rubberbanding or any internet latency problems, gameplay was good for me.
Ryujinx_1.2.0+97da30d_2024-10-26_00-34-46.log
i tried to create a room in Mario party superstars but after i try it crashes while doing the connection process
Ryujinx_1.2.0+97da30d_2024-10-26_00-40-01.log
tried to join a room, found no room and sent me back to menu, then i created a room and it created normally and finding other players to join the room without any problem or crashes on me
strange, i tried 3 times before and it didn't work but after maskworkr commented it just magically started working for me.
Tested this tonight, and it works.

smash ultimate works just fine

@Vbuck-gang How did you manage to play Super Smash Ultimate in online mode? I'm trying but it won't let me?
@LiriRaid maybe your internet is the problem? I'm willing to start a Smash Ultimate match with you just to test it out since i have 600mb down. this will let you know if it's just your internet or not.
Based on the conversation in the Discord it seems like they were trying to play online instead of LAN, which would be the reason, as LDN is LAN emulation, not NSO emulation
oh yeah that's not general knowledge yet
Wouldn't it be possible to expose this in the UI, in case someone would want to use a custom server, but same protocol?
I would like to aid in the continuation of LDN as I often trade with myself Pokemon. How can I help?
maybe yes, but i think is not necessary since you have Passphrase that functions as a handshake for private matchmaking
play, trade, comment your experience here and upload logs if anything feels weird or there are crashes or errors
MHGU is still working fine


as for me it works very well with MK8DX
works perfect with MHGU, even better than before I would say.
That wasn't what I was thinking. It was more so, say, for example, the servers went down and the server owner went AWOL.
Yess i want this feature too, self hosted RyuLdn should be better in certains regions for the ping and bandwidth
Im in!
Not that I don't appreciate the work in this PR, it is my belief that the LDN server should either be hosted by the existing project maintainers, or at the very least be easily configurable.
Again, I truly appreciate the work, I couldn't have done it, but in my opinion, a nameless account with an activity gap of 8 years probably shouldn't be trusted with the IPs and corresponding player names/games played of all players using 'the new' Ryujinx. We are all still waiting on what Nintendo is going to do with the data they gathered with the takedown of Yuzu and possibly the original Ryujinx.
Apart from that, it appears to be currently hosted on a free Oracle Cloud server, which are known to be deleted by Oracle after 7 days of insufficient use of resources, it appears that it was hosting several other personal services before 2024-10-23 but now that the LDN server is the only thing running it casts doubt on the viability of the current server. For example, I doubt the community is going to push at least 800mbit of sustained network bandwidth through the server at all times.
Just my two cents.
RyuLDN its a protocol that does matchmaking, it does not host the game servers itself, what it does is find people in the Wireless/LAN hubs and makes you connect P2P directly to the users PC, Ping and Bandwith depends in the user you connect to
Nothing stops you from cloning the code and changing "public static string LanPlayHost = "ryuldn.vudjun.com";" line to the server you´ll be hosting your matchmaking protocol.
Remind you, this is a test build, not final, server can or will be changed to another one when pushed to mainline.
P2P not works for all people and the concept of self-hosted is more in the philosophy of open source projects, just imagine the server goes down or people want to create a private network. Configurable LDN server should be a part of this feature.
I agree it should be configurable, I'll add that soon
Hey I would like to be a tester of this fork. Is there a discord that is available so we can communicate. If there is one. Please dm me, My username is imwire.
@GitWire1 The discord is in the README
I think before this can get merged into main it should have an option in dropdown settings so you can change the address without having to clone the repo.
Wouldn't take that long neither. I'll do it myself when I find time.
i tested the parameters in the UI and in headless mode and it works
Ryujinx_1.2.0+7a39ffa_2024-11-05_18-12-28.log
some minor stutters and apparently audio problems according to the log. MHGU
not caused by LDN implementation, as for me i have 0 audio issues, same after 1h30 of playing
I installed a fresh and latest update of ryujinx 1.2.0+9079755 I setting up and done but I'm done and suddenly pop up
also here's the log:
Ryujinx_1.2.0+9079755_2024-11-06_09-22-50.log
test with ldn.nhsoul.fr (u can use my server but i recommend you to use Vudjun server idk what is the dn) maybe you typed a bad ip or a bad dn
Hello, I just tested this tip on purple Pokémon to trade locally and it worked perfectly the first time. However, it is still impossible to connect online to this game for teracristal raids, probably the fault of Nintendo's servers. Is it possible to connect online to other games? or is it only local? Thank you for this work.
I had an idea but I'm a beginner at coding, maybe even rubbish. Is it possible that Nintendo's servers are blocking the connection because of the connection port numbers? Could this be circumvented, for example with a port number specific to Nintendo servers?
What you're talking about requires NSO (Nintendo Switch Online). This will never be implemented into ryujinx, because it would require a direct connection to Nintendo's servers, and, to do this without permission would be illegal.
Oh ok. Indeed, this would be problematic, and inappropriate, with criminal sanctions. Thank you for your response. Without being able to connect to Nintendo servers, playing online is simply impossible. The only solution would be a personalized and modded version of a server to play online Nintendo games only on ryujinx, with its own server port numbers (ports different from those of Nintendo) but a server is expensive to maintain, and this may also be illegal.
Anyone willing to check a bug with MHGU. Everytime a cutscene ends or is skipped the game crashes. First noticed when watched the first encounter Gammoth cutscene. It also happens when i go to gallery watch a cutscene the skip it. Can anybody check to see if they encounter same issue
share your logs
im not sure how
Ryujinx_1.2.0+9079755_2024-11-08_15-50-44.log
I think this it
This looks to be caused by your mods, check without them
It was indeed one of my mods.

I checked each mod. Unfortunately, it was the 60fps mod. I am grateful for the help, tho! Any alternative 60 fps mod tho?
Well well well! It's all finished it seems. I have no qualms merging this, and @Vudjun let me know it should be ready.
To those currently testing, I implore you to update to Canary! That's where this is going before it ends up in the main release.
I noticed that enabling P2P communication requires UPnP, and if it’s not enabled, the connection falls back to using a master server as a proxy. I have a question regarding this: Is it possible for RyuLDN mode to support IPv6? This way, it seems like UPnP wouldn’t be necessary.
P2P only works with upnp (igd) not NAT-PMP, checked with my openwrt router.
IPv6 removes NAT (in domestic context and whatever) but you still need a firewall rule to accept incoming connections.
As you described, my understanding is that I can use IPv6 to bypass RyuLDN's dependency on UPnP. Therefore, I need to know which ports RyuLDN requires so that I can configure the relevant firewall rules.