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Emulator Issues #11342

Just Dance 2014/2015/2016/2017/2018 hangs during save file creation

Added by mbc07 almost 2 years ago. Updated over 1 year ago.

Status:
New
Priority:
Normal
Assignee:
% Done:

0%

Operating system:
N/A
Issue type:
Bug
Milestone:
Regression:
No
Relates to usability:
No
Relates to performance:
No
Easy:
No
Relates to maintainability:
No
Regression start:
Fixed in:

Description

Game Name/ID?

  • Just Dance 2014 [SJOE41]
  • Just Dance 2015 [SE3E41]
  • Just Dance 2016 [SJNE41]
  • Just Dance 2017 [SZ7E41]
  • Just Dance 2018 [SE8E41]

What's the problem? Describe what went wrong.
Upon first booting any of the mentioned games, you need to create a Dancer Card (works like a profile) so you can keep track of your game progression. After selecting your avatar, nickname and other stuff, the game will get stuck in a never ending loading screen and you can't proceed.

What steps will reproduce the problem?

  1. Boot one of the affected Just Dance games with no existing save files on your NAND
  2. The game will ask you to create a Dancer Card
  3. Enter a nickname, select an avatar and the other stuff, click on "Continue"
  4. Game will now get stuck in a never ending loading screen

Is the issue present in the latest development version? For future reference, please also write down the version number of the latest development version.
Yes. Last tested on 5.0-8563

Is the issue present in the latest stable version?
Yes (see additional info below). Last tested on 5.0

If the issue isn't present in the latest stable version, which is the first broken version?
So, that's where it gets tricky. At least until November 3rd, 2017, those games didn't experience this issue in 5.0 stable nor in 5.0-4877, which was the development build I was using at that time. On February 10th, 2018, an user on the forums complained about having this issue in both 5.0-4877 and also in 5.0-6304, and upon retesting again in a fresh Dolphin install, I also started experiencing this save hang issue in any build from Dolphin 3.5-2143 (!!!) and onwards, even in the same 5.0-4877 build I'm 100% sure it worked before.

The closest Dolphin build I could find before 3.5-2143 is Dolphin 3.5-1936, where the issue doesn't occur, and that's also the last Dolphin build made before the merge of wii-network branch (and consequently, wii-usb branch too, because it was merged into wii-network sometime before wii-network branch got merged into master). For last, I tried finding old builds of the wii-network branch (before it was merged to master) to try bisecting this gap a little more but I couldn't...

What are your PC specifications?
CPU: Intel Core i7-3630QM
GPU: NVIDIA GeForce GT 635M
RAM: 8 GB dual-channel
OS: Windows 10

Is there anything else that can help developers narrow down the issue?

  • What I've tried in recent builds: single core mode, cached interpreter instead of JIT and even MMU emulation, nothing changed, the issue still occurred exactly the same.
  • Looking at the Dolphin log since the game boot until it gets stuck at the infinite loading screen, there aren't any warning or error messages there.
  • If you create the save file in a previous known working version (e.g. Dolphin 3.5-1936) then transfer it to the current development builds, the game will work and will also save your progress just fine (that's the workaround listed on the wiki, BTW). However, if you try to edit the existing Dancer Card (e.g. change the avatar or nick), the game will get stuck in the infinite loading screen once again, and upon rebooting the game, nothing will have changed.
  • If your NAND has save files of previous Just Dance games, Just Dance 2014 and onward acknowledges that and thanks you by unlocking some exclusive avatars. This seems to indicate the game can read NAND content just fine but it has trouble creating new files?
  • The issue started occurring even in Dolphin builds known to work in the past, the games geting stuck during the save file creation envolves file access, since in the past we had similar file access issues on Zelda Wind Waker due a buggy Visual C++ runtime, I tried downgrading the redistributables to several old versions of VS2017 and VS2015 but nothing changed.
  • I can't think of anything else that might be causing this issue, the only certainty I have is that an external factor (a random Windows update? Drivers? whatever) made this issue show up in Dolphin, since even builds known to work in the past now have this problem too. At this point I just gave up and opened this issue ¯\(ツ)

History

#1 Updated by JMC4789 almost 2 years ago

  • Assignee set to leoetlino

It's probably doing some online check.

#2 Updated by mbc07 almost 2 years ago

Wow, that actually makes a lot of sense. I've seen people complaining World Dance Floor (online mode) isn't working anymore too...

#3 Updated by JMC4789 almost 2 years ago

Have you tried disconnecting your internet altogether before running Dolphin and seeing if it works there?

#4 Updated by mbc07 almost 2 years ago

That's it. I booted the game after turning airplane mode on and the Dancer Card could be created without any issue, just like in 3.5-1936 (will put this on the wiki ASAP).

Anyway, I think it still worth investigating our network code, though. I haven't tried those games on a real Wii for a while but I'm pretty sure they don't hang on a loading screen indefinitely even when connected to the internet...

#5 Updated by JMC4789 almost 2 years ago

Have we made sure it doens't hang on console?

#6 Updated by mbc07 almost 2 years ago

Not that I'm aware. I wouldn't be able to test this on the console for a while since I'm traveling, but from my past experience it shouldn't hang, the game just keeps loading for around 10 to 15 seconds longer than normal before proceeding to the main menu if I remember correctly (that occurred sometimes in the past where the console was connected to my WiFi network but had no internet connection due ISP maintenance but I never noticed it was related to this until now).

Also, I messed with the Dolphin logs a little more in 5.0-8563 and noticed the game FPS drastically drops to around 10 to 15 FPS if IOS_NET and IOS_SSL logs are enabled because they keep spamming some connection errors at insanely fast rates:

58:05:372 .\source\core\core\ios\ios.cpp:206 I[IOS]: Starting IOS 0000000100000050 
58:05:392 .\source\core\core\ios\network\ip\top.cpp:70 I[IOS_NET]: WSAStartup: 0 
58:06:098 .\source\core\core\ios\ios.cpp:206 I[IOS]: Starting IOS 0000000100000038 
58:06:131 .\source\core\core\ios\network\ip\top.cpp:70 I[IOS_NET]: WSAStartup: 0 
58:06:139 .\source\core\core\ios\ios.cpp:654 W[IOS]: <<-- Double-ack to IPC Request @ 0x00000000 
58:06:497 .\source\core\core\ios\ios.cpp:477 I[IOS]: Opening /dev/stm/immediate (mode 0, fd 0) 
58:06:498 .\source\core\core\ios\ios.cpp:477 I[IOS]: Opening /dev/stm/eventhook (mode 0, fd 1) 
58:06:500 .\source\core\core\ios\ios.cpp:477 I[IOS]: Opening /dev/fs (mode 0, fd 2) 
58:06:500 .\source\core\core\ios\ios.cpp:477 I[IOS]: Opening /dev/es (mode 0, fd 3) 
58:06:504 .\source\core\core\ios\ios.cpp:477 I[IOS]: Opening /shared2/sys/SYSCONF (mode 1, fd 3) 
58:06:507 .\source\core\core\ios\ios.cpp:477 I[IOS]: Opening /title/00000001/00000002/data/setting.txt (mode 1, fd 3) 
58:06:511 .\source\core\core\ios\ios.cpp:477 I[IOS]: Opening /dev/net/kd/request (mode 1, fd 3) 
58:06:513 .\source\core\core\ios\ios.cpp:477 I[IOS]: Opening /dev/net/kd/time (mode 0, fd 4) 
58:06:515 .\source\core\core\ios\ios.cpp:477 I[IOS]: Opening /dev/di (mode 0, fd 4) 
58:06:519 .\source\core\core\ios\ios.cpp:477 I[IOS]: Opening /dev/es (mode 0, fd 5) 
58:06:523 .\source\core\core\ios\ios.cpp:477 I[IOS]: Opening /title/00000001/00000002/data/play_rec.dat (mode 3, fd 5) 
58:06:731 .\source\core\core\ios\ios.cpp:477 I[IOS]: Opening /dev/usb/oh1/57e/305 (mode 0, fd 6) 
58:07:217 .\source\core\core\ios\ios.cpp:477 I[IOS]: Opening /shared2/sys/SYSCONF (mode 2, fd 7) 
58:07:230 .\source\core\core\ios\ios.cpp:565 W[IOS]: Previous request to device /dev/fs blocked emulation for 6245 microseconds. 
58:09:417 .\source\core\core\ios\ios.cpp:477 I[IOS]: Opening /tmp/homebtn.arc (mode 2, fd 7) 
58:09:550 .\source\core\core\ios\ios.cpp:565 W[IOS]: Previous request to device /dev/fs blocked emulation for 4787 microseconds. 
58:09:718 .\source\core\core\ios\ios.cpp:477 I[IOS]: Opening /tmp/speaker.arc (mode 2, fd 7) 
58:09:737 .\source\core\core\ios\ios.cpp:565 W[IOS]: Previous request to device /dev/fs blocked emulation for 5145 microseconds. 
58:09:895 .\source\core\core\ios\ios.cpp:477 I[IOS]: Opening /tmp/config.txt (mode 2, fd 7) 
58:10:013 .\source\core\core\ios\ios.cpp:477 I[IOS]: Opening /tmp/home.csv (mode 2, fd 7) 
58:10:238 .\source\core\core\ios\ios.cpp:477 I[IOS]: Opening /tmp/hbmse.arc (mode 2, fd 7) 
58:10:352 .\source\core\core\ios\ios.cpp:565 W[IOS]: Previous request to device /dev/fs blocked emulation for 4690 microseconds. 
58:10:543 .\source\core\core\ios\ios.cpp:477 I[IOS]: Opening /dev/net/ncd/manage (mode 0, fd 7) 
58:10:543 .\source\core\core\ios\network\ncd\manage.cpp:69 I[IOS_NET]: NET_NCD_MANAGE: IOCTLV_NCD_GETWIRELESSMACADDRESS 
58:10:543 .\source\core\core\ios\network\macutils.cpp:49 I[IOS_NET]: Using MAC address: 00:17:ab:45:3c:cf 
58:13:761 .\source\core\core\ios\ios.cpp:477 I[IOS]: Opening /dev/net/ncd/manage (mode 0, fd 7) 
58:13:761 .\source\core\core\ios\network\ncd\manage.cpp:62 I[IOS_NET]: NET_NCD_MANAGE: IOCTLV_NCD_GETLINKSTATUS 
58:13:761 .\source\core\core\ios\ios.cpp:477 I[IOS]: Opening /dev/net/ip/top (mode 0, fd 7) 
58:13:762 .\source\core\core\ios\ios.cpp:477 I[IOS]: Opening /dev/net/kd/request (mode 0, fd 8) 
58:13:766 .\source\core\core\ios\network\ip\top.cpp:790 I[IOS_NET]: IOCTLV_SO_GETINTERFACEOPT(0000FFFE, 00001003, 0, 4, 0) BufferIn: (123de020, 8), BufferIn2: (00000000, 0) 
58:13:776 .\source\core\core\ios\ios.cpp:565 W[IOS]: Previous request to device /dev/net/ip/top blocked emulation for 9601 microseconds. 
58:13:786 .\source\core\core\ios\ios.cpp:477 I[IOS]: Opening /dev/net/kd/request (mode 0, fd 8) 
58:13:786 .\source\core\core\ios\ios.cpp:477 I[IOS]: Opening /dev/net/kd/request (mode 0, fd 8) 
58:13:787 .\source\core\core\ios\ios.cpp:477 I[IOS]: Opening /dev/net/kd/request (mode 0, fd 8) 
58:13:790 .\source\core\core\ios\ios.cpp:477 I[IOS]: Opening /dev/net/ncd/manage (mode 0, fd 8) 
58:13:790 .\source\core\core\ios\network\ncd\manage.cpp:39 I[IOS_NET]: NET_NCD_MANAGE: IOCTLV_NCD_GETCONFIG 
58:13:792 .\source\core\core\ios\ios.cpp:477 I[IOS]: Opening /dev/net/ncd/manage (mode 0, fd 8) 
58:13:792 .\source\core\core\ios\network\ncd\manage.cpp:39 I[IOS_NET]: NET_NCD_MANAGE: IOCTLV_NCD_GETCONFIG 
58:13:800 .\source\core\core\ios\ios.cpp:477 I[IOS]: Opening /shared2/DWC_AUTHDATA (mode 1, fd 8) 
58:14:005 .\source\core\core\ios\ios.cpp:477 I[IOS]: Opening /dev/net/ncd/manage (mode 0, fd 8) 
58:14:005 .\source\core\core\ios\network\ncd\manage.cpp:69 I[IOS_NET]: NET_NCD_MANAGE: IOCTLV_NCD_GETWIRELESSMACADDRESS 
58:14:005 .\source\core\core\ios\network\macutils.cpp:49 I[IOS_NET]: Using MAC address: 00:17:ab:45:3c:cf 
58:14:238 .\source\core\core\ios\device.cpp:124 I[IOS_NET]: ===== /dev/net/ip/top (fd 7) - IOCtlV 0x18 (3 in, 1 io) 
58:14:238 .\source\core\core\ios\device.cpp:129 I[IOS_NET]: in[0] (size=0x17): 000000: 6e 61 73 77 69 69 2e 6e 69 6e 74 65 6e 64 6f 77 naswii.nintendow 000010: 69 66 69 2e 6e 65 74 ifi.net 
58:14:238 .\source\core\core\ios\device.cpp:129 I[IOS_NET]: in[1] (size=0x0): 
58:14:238 .\source\core\core\ios\device.cpp:129 I[IOS_NET]: in[2] (size=0x20): 000000: 00 00 00 00 00 00 00 02 00 00 00 00 00 00 00 00 ................ 000010: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 
58:14:238 .\source\core\core\ios\device.cpp:133 I[IOS_NET]: io[0] (size=0x834) 
58:14:238 .\source\core\core\ios\ios.cpp:565 W[IOS]: Previous request to device /dev/net/ip/top blocked emulation for 224932 microseconds. 
58:14:240 .\source\core\core\ios\network\ip\top.cpp:368 I[IOS_NET]: IOCTL_SO_SOCKET Socket: 00000000 (2,1,0), BufferIn: (123dc000, 12), BufferOut: (00000000, 0) 
58:14:241 .\source\core\core\ios\network\socket.cpp:119 E[IOS_NET]: SO_CONNECT failed with error 10035: Uma operação de soquete sem bloqueio não pôde ser concluída imediatamente. , ret= -1 
58:14:241 .\source\core\core\ios\network\socket.cpp:247 I[IOS_NET]: IOCTL_SO_CONNECT (00000000, 69.25.139.143:443) = -1 
58:14:242 .\source\core\core\ios\network\socket.cpp:119 E[IOS_NET]: SO_CONNECT failed with error 10037: Foi tentada uma operação em um soquete sem bloqueio em que já havia uma operação em andamento. , ret= -1 
58:14:243 .\source\core\core\ios\network\socket.cpp:247 I[IOS_NET]: IOCTL_SO_CONNECT (00000000, 69.25.139.143:443) = -1
58:14:242 .\source\core\core\ios\network\socket.cpp:119 E[IOS_NET]: SO_CONNECT failed with error 10037: Foi tentada uma operação em um soquete sem bloqueio em que já havia uma operação em andamento. , ret= -1

[...]
< countless "IOCTL_SO_CONNECT (00000000, 69.25.139.143:443) = -1" and "SO_CONNECT failed with error 10037" repeats here >
[...]

58:14:532 c:\buildbot\release-win-x64\build\source\core\core\ios\network\socket.cpp:247 I[IOS_NET]: IOCTL_SO_CONNECT (00000000, 69.25.139.143:443) = -1 
58:14:532 c:\buildbot\release-win-x64\build\source\core\core\ios\ios.cpp:477 I[IOS]: Opening /dev/net/ssl (mode 0, fd 8) 
58:14:533 c:\buildbot\release-win-x64\build\source\core\core\ios\network\ssl.cpp:244 I[IOS_SSL]: IOCTLV_NET_SSL_NEW (2, naswii.nintendowifi.net) BufferIn: (120ee5e0, 32), BufferIn2: (00000000, 0), BufferIn3: (00000000, 0), BufferOut: (120ee5c0, 32), BufferOut2: (120ee620, 256), BufferOut3: (00000000, 0) 
58:14:534 c:\buildbot\release-win-x64\build\source\core\core\ios\ios.cpp:477 I[IOS]: Opening /dev/net/ssl (mode 0, fd 8) 
58:14:534 c:\buildbot\release-win-x64\build\source\core\core\ios\network\ssl.cpp:333 I[IOS_SSL]: IOCTLV_NET_SSL_SETBUILTINCLIENTCERT BufferIn: (120ee6e0, 32), BufferIn2: (00000000, 0), BufferIn3: (00000000, 0), BufferOut: (120ee6c0, 32), BufferOut2: (120ee6a0, 32), BufferOut3: (00000000, 0) 
58:14:535 c:\buildbot\release-win-x64\build\source\core\core\ios\network\ssl.cpp:363 I[IOS_SSL]: IOCTLV_NET_SSL_SETBUILTINCLIENTCERT = (0, 0) 
58:14:535 c:\buildbot\release-win-x64\build\source\core\core\ios\ios.cpp:477 I[IOS]: Opening /dev/net/ssl (mode 0, fd 8) 
58:14:535 c:\buildbot\release-win-x64\build\source\core\core\ios\network\ssl.cpp:422 I[IOS_SSL]: IOCTLV_NET_SSL_SETBUILTINROOTCA = 0 
58:14:535 c:\buildbot\release-win-x64\build\source\core\core\ios\network\ssl.cpp:434 I[IOS_SSL]: IOCTLV_NET_SSL_SETBUILTINROOTCA BufferIn: (120ee6e0, 32), BufferIn2: (00000000, 0), BufferIn3: (00000000, 0), BufferOut: (120ee6c0, 32), BufferOut2: (120ee6a0, 32), BufferOut3: (00000000, 0) 
58:14:536 c:\buildbot\release-win-x64\build\source\core\core\ios\ios.cpp:477 I[IOS]: Opening /dev/net/ssl (mode 0, fd 8) 
58:14:536 c:\buildbot\release-win-x64\build\source\core\core\ios\network\ssl.cpp:447 I[IOS_SSL]: IOCTLV_NET_SSL_CONNECT socket = 0 
58:14:536 c:\buildbot\release-win-x64\build\source\core\core\ios\network\ssl.cpp:461 I[IOS_SSL]: IOCTLV_NET_SSL_CONNECT BufferIn: (120ee6a0, 32), BufferIn2: (00000000, 0), BufferIn3: (00000000, 0), BufferOut: (120ee6e0, 32), BufferOut2: (120ee6c0, 32), BufferOut3: (00000000, 0) 
58:14:536 c:\buildbot\release-win-x64\build\source\core\core\ios\ios.cpp:477 I[IOS]: Opening /dev/net/ssl (mode 0, fd 8) 
58:14:537 c:\buildbot\release-win-x64\build\source\core\core\ios\network\socket.cpp:334 E[IOS_SSL]: IOCTLV_NET_SSL_DOHANDSHAKE: SSL - Connection requires a read call 
58:14:537 c:\buildbot\release-win-x64\build\source\core\core\ios\network\socket.cpp:399 I[IOS_SSL]: IOCTLV_NET_SSL_DOHANDSHAKE = (-26880) BufferIn: (120ee6c0, 32), BufferIn2: (00000000, 0), BufferOut: (120ee6e0, 32), BufferOut2: (00000000, 0) 
58:14:537 c:\buildbot\release-win-x64\build\source\core\core\ios\network\socket.cpp:334 E[IOS_SSL]: IOCTLV_NET_SSL_DOHANDSHAKE: SSL - Connection requires a read call

[...]
< countless "IOCTLV_NET_SSL_DOHANDSHAKE = (-26880) BufferIn: (120ee6c0, 32), BufferIn2: (00000000, 0), BufferOut: (120ee6e0, 32), BufferOut2: (00000000, 0)" and "IOCTLV_NET_SSL_DOHANDSHAKE: SSL - Connection requires a read call" repeats here >
[...]

58:15:293 c:\buildbot\release-win-x64\build\source\core\core\ios\network\socket.cpp:399 I[IOS_SSL]: IOCTLV_NET_SSL_DOHANDSHAKE = (-26880) BufferIn: (120ee6c0, 32), BufferIn2: (00000000, 0), BufferOut: (120ee6e0, 32), BufferOut2: (00000000, 0) 
58:15:293 c:\buildbot\release-win-x64\build\source\core\core\ios\network\socket.cpp:399 I[IOS_SSL]: IOCTLV_NET_SSL_DOHANDSHAKE = (0) BufferIn: (120ee6c0, 32), BufferIn2: (00000000, 0), BufferOut: (120ee6e0, 32), BufferOut2: (00000000, 0) 
58:15:297 c:\buildbot\release-win-x64\build\source\core\core\ios\ios.cpp:477 I[IOS]: Opening /dev/net/ssl (mode 0, fd 8) 

[...]
< countless "IOCTLV_NET_SSL_DOHANDSHAKE = (-26880) BufferIn: (120ee6c0, 32), BufferIn2: (00000000, 0), BufferOut: (120ee6e0, 32), BufferOut2: (00000000, 0)" and "IOCTLV_NET_SSL_DOHANDSHAKE: SSL - Connection requires a read call" repeats here >
[...]

58:15:299 c:\buildbot\release-win-x64\build\source\core\core\ios\ios.cpp:477 I[IOS]: Opening /dev/net/ssl (mode 0, fd 8) 
58:15:300 c:\buildbot\release-win-x64\build\source\core\core\ios\ios.cpp:477 I[IOS]: Opening /dev/net/ssl (mode 0, fd 8) 

[...]
< countless "Opening /dev/net/ssl (mode 0, fd 8)" repeats here >
[...]

58:15:928 c:\buildbot\release-win-x64\build\source\core\core\ios\network\ssl.cpp:281 I[IOS_SSL]: IOCTLV_NET_SSL_SHUTDOWN BufferIn: (120ee6e0, 32), BufferIn2: (00000000, 0), BufferIn3: (00000000, 0), BufferOut: (120ee700, 32), BufferOut2: (00000000, 0), BufferOut3: (00000000, 0) 
58:15:928 c:\buildbot\release-win-x64\build\source\core\core\ios\network\ip\top.cpp:390 I[IOS_NET]: IOCTL_SO_CLOSE(0) 0 
58:16:013 c:\buildbot\release-win-x64\build\source\core\core\ios\ios.cpp:477 I[IOS]: Opening /dev/net/ncd/manage (mode 0, fd 8) 
58:16:168 c:\buildbot\release-win-x64\build\source\core\core\ios\network\ncd\manage.cpp:39 I[IOS_NET]: NET_NCD_MANAGE: IOCTLV_NCD_GETCONFIG 
58:16:168 c:\buildbot\release-win-x64\build\source\core\core\ios\ios.cpp:477 I[IOS]: Opening /dev/net/ncd/manage (mode 0, fd 8) 
58:16:168 c:\buildbot\release-win-x64\build\source\core\core\ios\network\ncd\manage.cpp:39 I[IOS_NET]: NET_NCD_MANAGE: IOCTLV_NCD_GETCONFIG 
58:16:198 c:\buildbot\release-win-x64\build\source\core\core\ios\ios.cpp:477 I[IOS]: Opening /dev/net/ncd/manage (mode 0, fd 8) 
58:16:311 c:\buildbot\release-win-x64\build\source\core\core\ios\network\ncd\manage.cpp:69 I[IOS_NET]: NET_NCD_MANAGE: IOCTLV_NCD_GETWIRELESSMACADDRESS 
58:16:311 c:\buildbot\release-win-x64\build\source\core\core\ios\network\macutils.cpp:49 I[IOS_NET]: Using MAC address: 00:17:ab:45:3c:cf 
58:16:312 c:\buildbot\release-win-x64\build\source\core\core\ios\device.cpp:124 I[IOS_NET]: ===== /dev/net/ip/top (fd 7) - IOCtlV 0x18 (3 in, 1 io) 
58:16:312 c:\buildbot\release-win-x64\build\source\core\core\ios\device.cpp:129 I[IOS_NET]: in[0] (size=0x17): 000000: 6e 61 73 77 69 69 2e 6e 69 6e 74 65 6e 64 6f 77 naswii.nintendow 000010: 69 66 69 2e 6e 65 74 ifi.net 
58:16:312 c:\buildbot\release-win-x64\build\source\core\core\ios\device.cpp:129 I[IOS_NET]: in[1] (size=0x0): 
58:16:312 c:\buildbot\release-win-x64\build\source\core\core\ios\device.cpp:129 I[IOS_NET]: in[2] (size=0x20): 000000: 00 00 00 00 00 00 00 02 00 00 00 00 00 00 00 00 ................ 000010: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 
58:16:312 c:\buildbot\release-win-x64\build\source\core\core\ios\device.cpp:133 I[IOS_NET]: io[0] (size=0x834) 
58:16:312 c:\buildbot\release-win-x64\build\source\core\core\ios\network\ip\top.cpp:368 I[IOS_NET]: IOCTL_SO_SOCKET Socket: 00000000 (2,1,0), BufferIn: (123dc000, 12), BufferOut: (00000000, 0) 
58:16:314 c:\buildbot\release-win-x64\build\source\core\core\ios\network\socket.cpp:119 E[IOS_NET]: SO_CONNECT failed with error 10035: Uma operação de soquete sem bloqueio não pôde ser concluída imediatamente. , ret= -1 
58:16:314 c:\buildbot\release-win-x64\build\source\core\core\ios\network\socket.cpp:247 I[IOS_NET]: IOCTL_SO_CONNECT (00000000, 69.25.139.143:443) = -1 
58:16:314 c:\buildbot\release-win-x64\build\source\core\core\ios\network\socket.cpp:119 E[IOS_NET]: SO_CONNECT failed with error 10037: Foi tentada uma operação em um soquete sem bloqueio em que já havia uma operação em andamento. , ret= -1 
58:16:314 c:\buildbot\release-win-x64\build\source\core\core\ios\network\socket.cpp:247 I[IOS_NET]: IOCTL_SO_CONNECT (00000000, 69.25.139.143:443) = -1 

[...]
< countless "IOCTL_SO_CONNECT (00000000, 69.25.139.143:443) = -1" and "SO_CONNECT failed with error 10037" keeps repeating from here on until emulation stops >
[...]

"SO_CONNECT failed with error 10035" and "SO_CONNECT failed with error 10037" messages actually outputs text in my native language because they're probably coming from Windows itself. They roughly translate to:

  • 10035: A non-blocking socket operation couldn't be finished immediately.
  • 10037: An operation was attempted to be made in a non-blocking socket that already had an ongoing operation running.

This log spam will also occur even if you already have a Dancer Card created, it starts on boot and continue spamming until you stop emulation.

#7 Updated by mbc07 over 1 year ago

So, accordingly to the recent update in Ubisoft's Online Services Masterlist, online services for Just Dance 2014, 2015 and 2016 in all platforms (and for the Wii version of Just Dance 2017) are going to be shut down in November 19th 2018.

That's basically a confirmation that something is wrong with Dolphin, as we have this save file creation hang issue (even in Just Dance 2018, which still will be supported after November 19th) and some forum users are complaining the online services of those games (e.g. World Dance Floor) are currently not working in Dolphin even through the servers are still up (and I can confirm WDF used to work fine in Dolphin)...

#8 Updated by mbc07 over 1 year ago

Ok, discovered something interesting. Boot any of the affected games with your WiFi disconnected (or your Ethernet cable unplugged), then, without stopping the emulation, reestablish your internet connection once the game reaches its main menu and everything works normally, including the online features like World Dance Floor and the creation/edition of Dancer Cards...

#9 Updated by Johnny_Wishbone over 1 year ago

I spent many hours testing.. here are my results and a solution (workaround)

This is testing with JD 2015/2016 because these are slightly worse than 2018 in they crash earlier, but you end up with the same bug as above in the save file. It's a bit of 2 issues in one. Certainly feel free to split if necessary. The fix works for all though.

First: Ishiikura testing (yes not relevant but just FYI as it might point towards dolphin version of same era)

718-crashes black screen
730-crashes black screen
744-crashes black screen
751-crashes black screen
753-crashes black screen
757-crashes black screen
758-crashes black screen

770-loads, endless loading - i.e Dance card issue
776-loads, endless loading - i.e Dance card issue

dolphin 4.0.2 crashes black screen

4.0.7892 - crashes black screen

5.0.3790 and 5.0-3845 -gripes about network SSL files (which exist)

5.0.920 - works perfect!!! - Tried with network connected/disconnected, seems to work either way.
**Here is the workaround in full:

1) Unrar 5.0.920 into a separate dir, rename dolphin.exe to something like dolphin-50-920.exe or something similar.
2) Copy the dolphin-50-920.exe into the dir where your NEW Dolphin is installed. NO NEED to copy other files (.dll's or sys folder etc)
3) Run the dolphin-50-920.exe - load JD 2014,2015,2016,2017,2018 - create your dance cards with each

4) Load your NEW dolphin.exe (version 5.0-9512 as an example) and play.

Perhaps the above will help the authors to find where it stopped working. At least there is a viable workaround.

#10 Updated by mbc07 over 1 year ago

You're mixing things here. From Just Dance 2014 to Just Dance 2017 you could use a Wii Compatible USB microphone to sing along the songs and get some extra Mojo points. Trying to run any of those games in builds earlier than 5.0-546 would result in a freeze with a black screen at boot because Dolphin had only very basic USB emulation prior this build (and that never was an issue with Just Dance 2018 because Ubisoft dropped this feature on that release). That issue is already fixed and it's not related to this one, which makes the game hang during Dancer Card creation.

The last time I tested this was in early December and it still happens in all listed games unless you boot the game without internet, create your Dancer Card (or edit an existing one) then reestablish your internet connection while the game is already running...

#11 Updated by Johnny_Wishbone over 1 year ago

Agreed. As stated the hanging issue is probably not relevant.

The endless loading issue however.. I was unable to get it to work with any later version of Dolphin booting with/without internet. I tried all of the suggestions above previously which is why I went on that quest (and undue pressure from certain individuals in the household who HAD to play their old 'dance' games again and the real WII is gathering dust)

So ignoring the black screen issue (rightly so), the dancer card issue works via the workaround I documented. I tried the internet on/off method with multiple 5.0.xxx builds to no avail.

Not sure if it matters.. but tried on multiple PC's and only common link was AMD CPU (8 core) and NVIDIA GTX 960, 970, 1060. I don't see how that'd be relevant, but a pre-emptive 'what are your specs' answer.

I didn't try a lot of the new builds.. perhaps the one used in 'early December' works similarly to the .920 above.. and may help shed light into where a fix may be.

All systems Windows 10.

#12 Updated by Johnny_Wishbone over 1 year ago

After much more testing... a new update:

1) IF you are using a real WII NAND dumped from your own machine (like I did) the workaround will NOT work.
-When I was testing, I was using the 5.0.920 in a private dir where it created its own /user/WII directory. In this configuration it works perfectly fine.

Therefore.. if you use Dolphin without a real WII NAND (and presumably no ability to create MII's) the workaround above works fine.

2) If you are using a real WII NAND.. is there anything you can do?? The answer is yes.. Here is a workaround for the workaround for those who are using a real NAND dump. Please note this approach can likely be optimized as I'll explain later. At least until the issue is fixed in the emulator itself.

Once again, hoping all of this information will point towards a proper fix in Dolphin itself.

Steps required:

1) Keep your Dolphin setup with the real WII NAND in it's own directory. i.e \emulator\dolphin\ -this will be your regular use Dolphin, 5.0-9512 or above presumably.

2) Create a new directory where you unzip the 5.0.920, something like \emulator\dolphin\5.0-920\

Run dolphin.exe from the \emulator\dolphin\5.0-920 directory and load up each JD, 2014, 2015, 2016, 2017, 2018 and create all your Dance Cards. In fact create more Dance cards as you won't be able to edit them easily later.. (potentially)

3) Exit the emulator and copy all files from \emulator\dolphin\5.0-920\user\WII to \emulator\dolphin\user\WII with **Please note this may have some risk as you are copying WII user data from the 5.0.920 potentially overwriting something important on your other WII NAND directory. For me this copies ~30-40 files and didn't seem to have any effect.. but make a copy of your \emulator\dolphin\WII directory first just in case!

The last step in #3 can likely be optimized in that only certain files can be copied over.. i.e the files ONLY changed by JD.

The result is.. users with a real WII NAND can now load JD2015,2016,2017,2018 using \emulator\dolphin\dolphin.exe and it will load to song screen. Please note you still won't be able to create/modify dance cards from here as you'll encounter the same bug as before (JD hang), which is why you'd need to create multiple dance cards for your friends.

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