Homebrew [Release] Lua Player Plus 3DS (lpp-3ds) - LUA interpreter for 3DS

  • Thread starter Thread starter Rinnegatamante
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"normal website" as in one I can access with a browser. And port 1 because it's the one assigned to ICMP (ping) ? Was trying port 80 before
 
I am using the network descriptor (copied the "networking_features.xml" to the folder with the .3dsx and index.lua), and using an IP and not a url
 
@Rinnegatamente I modified my code a little, and added a DNS query function, the code is here: http://pastebin.com/fzFtjM06
the values I got by testing on PC were good, but I can't test it on 3ds since the socket connection fails. Can you help me fix that?
(my app is an attempt at recreating installMii in lua, since @simonepsp doesn't seem to update it)
 
@Rinnegatamente I modified my code a little, and added a DNS query function, the code is here: http://pastebin.com/fzFtjM06
the values I got by testing on PC were good, but I can't test it on 3ds since the socket connection fails. Can you help me fix that?
(my app is an attempt at recreating installMii in lua, since @simonepsp doesn't seem to update it)

The xml descriptor is named as the 3dsx file? If not, you're not using it.
 
Thanks for the info, didn't know that. I renamed it with the correct name, but I still get a "failed connecting server" on line 29 (the dns connect). do I need to start a server for it to work?
 
Thanks for the info, didn't know that. I renamed it with the correct name, but I still get a "failed connecting server" on line 29 (the dns connect). do I need to start a server for it to work?

It depends on how Google DNS works. I never tried to use a DNS manually (in standard C there are pre-builded url resolver).
 
I'm trying to connect a client socket to a server, but Socket.connect always returns nil, even though the server detects the connection. I made this loop to get my 3DS to register the connection, but I keep seeing either nil or a "Failed creating socket" error.
Code:
repeat
    clientsocket=Socket.connect("192.99.56.120",1121)
    repeat --print result and wait for button press
        if clientsocket==nil then
            Screen.debugPrint(0,0,"nil",Color.new(255,255,255),TOP_SCREEN)
        else
            Screen.debugPrint(0,0,"not nil",Color.new(255,255,255),TOP_SCREEN)
        end
        Screen.flip()
        Screen.waitVblankStart()
        Screen.refresh()
        Screen.clear(TOP_SCREEN)
        Screen.clear(BOTTOM_SCREEN)
        oldpad=pad
        pad=Controls.read()
    until pad~=0 and oldpad==0
until clientsocket~=nil
 
I'm trying to connect a client socket to a server, but Socket.connect always returns nil, even though the server detects the connection. I made this loop to get my 3DS to register the connection, but I keep seeing either nil or a "Failed creating socket" error.
Code:
repeat
    clientsocket=Socket.connect("192.99.56.120",1121)
    repeat --print result and wait for button press
        if clientsocket==nil then
            Screen.debugPrint(0,0,"nil",Color.new(255,255,255),TOP_SCREEN)
        else
            Screen.debugPrint(0,0,"not nil",Color.new(255,255,255),TOP_SCREEN)
        end
        Screen.flip()
        Screen.waitVblankStart()
        Screen.refresh()
        Screen.clear(TOP_SCREEN)
        Screen.clear(BOTTOM_SCREEN)
        oldpad=pad
        pad=Controls.read()
    until pad~=0 and oldpad==0
until clientsocket~=nil

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Uh, we're using a CIA build. It already has the correct permissions, right?
EDIT: I'm the server side programmer by the way.

MMhhh CIA version should be fine (at least if you're using default workarounds).
Double check if you have soc:u in ServiceAccessControl section of your workaround.

(I'm assuming the code you posted is just a part of the code since you need to call Socket.init before any socketing func).
 
MMhhh CIA version should be fine (at least if you're using default workarounds).
Double check if you have soc:u in ServiceAccessControl section of your workaround.

(I'm assuming the code you posted is just a part of the code since you need to call Socket.init before any socketing func).
soc:U is in the workaround, and Socket.init() was just before that code segment.
 
MMhhh CIA version should be fine (at least if you're using default workarounds).
Double check if you have soc:u in ServiceAccessControl section of your workaround.

(I'm assuming the code you posted is just a part of the code since you need to call Socket.init before any socketing func).
We just checked for soc:U, it's there. Also, we have Socket.init() right before that snippet.

EDIT: Late post
 

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