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CrunchBite
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Joined: 28 Nov 2007
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PostPosted: Tue Aug 20, 2013 12:37 pm Reply with quoteBack to top

Hello everyone,

Lately I have been working on an updated version of the kai engine for linux that doesn't require a gui/desktop environment, in other words it can be run on a headless linux install Smile

Limitations/Known bugs:
    - OS Language is not auto detected
    - May run forever even if the engine has an error
    - Japanese character sets are not supported


The linux x86 version of the kai engine was compiled for CentOS 5 and has the following dependencies: linux-gate.so.1, libdl.so.2, librt.so.1, libstdc++.so.6, libm.so.6, libgcc_s.so.1, libpthread.so.0, libc.so.6, ld-linux.so.2

For 64bit debian systems install: libstdc++6:i386 libc6:i386
For 64bit RHEL systems install: libstdc++.i686 glibc.i686

The Raspberry Pi version is compiled for Raspbian "Wheezy 2013-07-26" and I haven't tested it for any other versions of linux on the pi.



Downloads are available on the main download page


Please submit bug reports here with as much detail as possible so I can try and reproduce them!


Last edited by CrunchBite on Mon Jan 16, 2017 4:21 am; edited 6 times in total
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SgtLegend
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PostPosted: Thu Aug 22, 2013 11:47 am Reply with quoteBack to top

Tested on a 100% stock raspberry PI with no issues, good work Crunch
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socom-gamer
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PostPosted: Fri Aug 23, 2013 5:56 am Reply with quoteBack to top

Playstation 2 support restored. Nice work.
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karmic
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PostPosted: Tue Aug 27, 2013 3:51 pm Reply with quoteBack to top

Hello,

I'm testing 7.4.26-RC9-linux-x86 on Debian 7.1 with GW-US54Mini2 (rt73usb) and MHP3rd on PSP. About the relaying of packets of game's data, it seems to have no problem. Because other players appear in the online gathering hall on my PSP. But, about the processing of multibyte characters, it seems there are some problems.

1) When multibyte characters are entered in the chat input box of WebUI, nothing is displayed on the chat display area. For your information, it is correctly stored in the chat history of WebUI.

2) When strings containing Japanese are entered from kaiengine 7.4.26 for Windows, they always get garbled on WebUI and 7.4.26-RC9-linux-x86. There are two items, the chat display area and the description of private arena. As a supplemental information, in the case of kaiengine 7.4.18 linux-x86, strings containing Japanese (CP932) in WebUI is supported by the following commands. It is compatible with kaiengine 7.4.26 for Windows and kaiengine 7.4.18 for Mac OS X.
Code:
$ sudo perl -p -e 's/kaiCodepage=0/kaiCodepage=932/g' kaiUserConfig.txt
$ sudo localedef -f WINDOWS-31J -i ja_JP ja_JP.SJIS
$ sudo LANG=ja_JP.SJIS kaiengine

With the points above considered, I think there is a high possibility that the cause of glitch can be found inside kaiengine 7.4.26-RC9-linux-x86. Have you removed or disabled the processing of multibyte characters? (e.g. encoding, decoding etc)

By the way, I have one more question. Do you have any plans for release kaiengine 7.4.26 for Mac OS X?

Thanks.

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CrunchBite
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PostPosted: Tue Aug 27, 2013 9:06 pm Reply with quoteBack to top

The only language related changes I have made were to remove language auto-detection (It used libwx).

I'll look into the errors you outlined and see if I can fix them, its great to know PSP works!

With regards to an OSX version, sure! I just need to get a build environment set up.

EDIT: Working on osx build now.
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karmic
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PostPosted: Thu Aug 29, 2013 2:22 pm Reply with quoteBack to top

I've tested 7.4.26-RC9-linux-arm. It works on my Raspberry Pi. USB wireless adapter plugged into the powered USB hub attached to Raspberry Pi. The results are the same as 7.4.26-RC9-linux-x86.

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Dominator94
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PostPosted: Thu Aug 29, 2013 2:59 pm Reply with quoteBack to top

CrunchBite wrote:
The only language related changes I have made were to remove language auto-detection (It used libwx).

I'll look into the errors you outlined and see if I can fix them, its great to know PSP works!

With regards to an OSX version, sure! I just need to get a build environment set up.

EDIT: Working on osx build now.


Good work with the Linux version. Also happy to see you working on a OSX version.

Thanks for your work.
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karmic
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PostPosted: Sat Sep 07, 2013 12:10 am Reply with quoteBack to top

Hello CrunchBite,

I'm investigating the problem which string containing multibyte characters cannot input to the chat.
In the case of string containing only ascii characters, it works fine. http://www.mediafire.com/view/jmbzj5e8b523uwa/Screenshot1.png

In the case of string containing multibyte characters, it doesn't work. http://www.mediafire.com/view/8h0hvefelj1c8iu/Screenshot2.png
For the following processing in WebUI, there seems to be no reply from engine.
Code:
In webui.zip
function sendChat(A)
{
   ...
   if (engineVersion >= 459795) {
      sendToEngine("KAI_CLIENT_CHAT   " + A + "   ")
   }
   else
   ...

I'd like to watch the handling of kaiengine side.
Is there any good way to debug the communication processing between kaiengine-7.4.26-RC9-linux-* and WebUI?

Thanks

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MrSni
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PostPosted: Wed Sep 18, 2013 3:48 pm Reply with quoteBack to top

Hi !

Works very nice on a ThinClient.

Many Thanks.
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boom_baby
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PostPosted: Fri Feb 28, 2014 2:55 am Reply with quoteBack to top

I am running PCSX2 on Linux (with a simple port I made of the dev9ghz plugin). When capturing on my wireless interface with wireshark, I can see packets originating from a PS2 MAC and broadcast to FF:FF:FF:FF:FF:FF but I see no response at all. People have told me that they are not seeing my broadcast packets on their end. It leads me to believe that Kai is not correctly capturing and forwarding these packets to them. The Windows version works -- is the source code available for the Linux version?

Edit: I tried my laptop, which has kernel 3.12 and the iwl4965 module and it works. There seems to be an issue with the wireless adapter in my desktop, where I'm running kernel 3.13 and r8712u module. On my windows machine, that adapter works fine so I'll try loading the windows driver in Linux with Ndiswrapper.
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CrunchBite
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PostPosted: Sun Apr 13, 2014 3:02 pm Reply with quoteBack to top

XLinkKai 7.4.28 is now out for linux and raspberry pi, download links are below!

Changelog:
-Fixed error where the engine would crash on boot if an xbox was detected looking for games
-Improved network traffic handling
-Fixed memory allocation error


Linux x86: kaiEngine-7.4.28-RC1-linux-x86-headless.tar.gz
Raspberry Pi: kaiEngine-7.4.28-RC1-linux-arm-headless-raspberry-pi.tar.gz
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karmic
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PostPosted: Sat Apr 19, 2014 5:40 pm Reply with quoteBack to top

Why do NFLOG and NFQUEUE appear in Network Adapter list?

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blukenguyen
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PostPosted: Sun May 25, 2014 6:37 am Reply with quoteBack to top

Anyone have a guild how to use this with psp or not ? All the guild are for windows, don't have a headless. I have Pi and Nintendo Wi-Fi USB Connector.
My Pi run Debian.
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karmic
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PostPosted: Sun May 25, 2014 3:09 pm Reply with quoteBack to top

blukenguyen wrote:
Anyone have a guild how to use this with psp or not ? All the guild are for windows, don't have a headless. I have Pi and Nintendo Wi-Fi USB Connector.
My Pi run Debian.


It looks like Nintendo Wi-Fi USB Connector (Ralink RT2571F) doesn't support promiscuous mode.
https://wikidevi.com/wiki/Nintendo_Wi-Fi_USB_Connector
https://wiki.debian.org/rt2500usb

You just need a usb wireless adapter which rt73usb or rt2800usb in kernel module supports.
https://wiki.debian.org/WiFi/rt73
https://wiki.debian.org/rt2800usb

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karmic
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PostPosted: Sat May 31, 2014 5:57 am Reply with quoteBack to top

Image

For more information, see below.

How to set up Ralink 11n USB WiFi Adapter for Kai on Ubuntu
http://www.teamxlink.co.uk/forum/viewtopic.php?t=43285

How to set up Kai on a headless Raspberry Pi
http://www.teamxlink.co.uk/forum/viewtopic.php?t=44251

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westc0ast
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PostPosted: Thu Apr 23, 2015 8:48 pm Reply with quoteBack to top

Final got this working on headless pi. Thanks
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TheDominator-
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PostPosted: Thu Dec 10, 2015 12:28 am Reply with quoteBack to top

I want to make a suggestion about the configuration files. I was thinking instead of creating them from when the application is started from if instead stored the configuration files in side the user's home directory inside a folder like as an example .kaiengine.
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CrunchBite
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PostPosted: Tue Jan 12, 2016 7:32 pm Reply with quoteBack to top

TheDominator- wrote:
I want to make a suggestion about the configuration files. I was thinking instead of creating them from when the application is started from if instead stored the configuration files in side the user's home directory inside a folder like as an example .kaiengine.


I'm getting my build environment going again and I'll try to add this feature.

EDIT: Just got this working, new build coming soon.
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CrunchBite
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PostPosted: Sun Jan 31, 2016 8:08 am Reply with quoteBack to top

CrunchBite wrote:
TheDominator- wrote:
I want to make a suggestion about the configuration files. I was thinking instead of creating them from when the application is started from if instead stored the configuration files in side the user's home directory inside a folder like as an example .kaiengine.


I'm getting my build environment going again and I'll try to add this feature.

EDIT: Just got this working, new build coming soon.


New pi build is out and this feature is added. Please see the readme for the changes.
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westc0ast
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PostPosted: Sun Jan 31, 2016 7:32 pm Reply with quoteBack to top

i have a pi running weezy and xlink .28. how do i update?
is there a benafit in updating?

i get this error


pi@raspberrypi ~ $ cd ~/kai; sudo ./kaiengine
Config directory: /root/.xlink/
Initializing XLink Kai engine...

Error opening sqlite database /root/.xlink/kai.dat: 14
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