Revert "Project modernization (#630)"
This code was not tested and breaks in Release builds, reverting to restore
functionality of the nightly. All in-game menus do not work and generating
a world crashes.
This reverts commit a9be52c41a.
This commit is contained in:
@@ -103,7 +103,7 @@ void PartyController::RefreshPartyView()
|
||||
}
|
||||
catch ( Platform::Exception^ ex )
|
||||
{
|
||||
if( ex->HResult != static_cast<int>(Windows::Xbox::Multiplayer::PartyErrorStatus::EmptyParty) )
|
||||
if( ex->HResult != (int)Windows::Xbox::Multiplayer::PartyErrorStatus::EmptyParty )
|
||||
{
|
||||
// LogCommentWithError( L"GetPartyView failed", ex->HResult );
|
||||
}
|
||||
@@ -181,7 +181,7 @@ bool PartyController::AddLocalUsersToParty(int userMask, Windows::Xbox::System::
|
||||
bool alreadyInSession = false;
|
||||
if( session )
|
||||
{
|
||||
if( m_pDQRNet->IsPlayerInSession( ProfileManager.GetUser(i, true)->XboxUserId, session, nullptr ) )
|
||||
if( m_pDQRNet->IsPlayerInSession( ProfileManager.GetUser(i, true)->XboxUserId, session, NULL ) )
|
||||
{
|
||||
alreadyInSession = true;
|
||||
}
|
||||
@@ -577,7 +577,7 @@ void PartyController::OnPartyRosterChanged( PartyRosterChangedEventArgs^ eventAr
|
||||
// Still a party, find out who left
|
||||
for( int i = 0; i < eventArgs->RemovedMembers->Size; i++ )
|
||||
{
|
||||
DQRNetworkPlayer *player = m_pDQRNet->GetPlayerByXuid(static_cast<PlayerUID>(eventArgs->RemovedMembers->GetAt(i)->Data()));
|
||||
DQRNetworkPlayer *player = m_pDQRNet->GetPlayerByXuid(PlayerUID(eventArgs->RemovedMembers->GetAt(i)->Data()));
|
||||
if( player )
|
||||
{
|
||||
if( player->IsLocal() )
|
||||
@@ -621,7 +621,7 @@ void PartyController::AddAvailableGamePlayers(IVectorView<GamePlayer^>^ availabl
|
||||
}
|
||||
#endif
|
||||
|
||||
if( m_pDQRNet->IsPlayerInSession(player->XboxUserId, currentSession, nullptr))
|
||||
if( m_pDQRNet->IsPlayerInSession(player->XboxUserId, currentSession, NULL))
|
||||
{
|
||||
DQRNetworkManager::LogComment( L"Player is already in session; skipping join request: " + player->XboxUserId->ToString() );
|
||||
continue;
|
||||
@@ -639,7 +639,7 @@ void PartyController::AddAvailableGamePlayers(IVectorView<GamePlayer^>^ availabl
|
||||
{
|
||||
bFoundLocal = true;
|
||||
// Check that they aren't in the game already (don't see how this could be the case anyway)
|
||||
if( m_pDQRNet->GetPlayerByXuid( static_cast<PlayerUID>(player->XboxUserId->Data()) ) == nullptr )
|
||||
if( m_pDQRNet->GetPlayerByXuid( PlayerUID(player->XboxUserId->Data()) ) == NULL )
|
||||
{
|
||||
// And check whether they are signed in yet or not
|
||||
int userIdx = -1;
|
||||
@@ -838,7 +838,7 @@ void PartyController::OnGameSessionReady( GameSessionReadyEventArgs^ eventArgs )
|
||||
if( !isAJoiningXuid ) // Isn't someone we are actively trying to join
|
||||
{
|
||||
if( (!bInSession) || // If not in a game session at all
|
||||
( ( m_pDQRNet->GetState() == DQRNetworkManager::DNM_INT_STATE_PLAYING ) && ( m_pDQRNet->GetPlayerByXuid( static_cast<PlayerUID>(memberXUID->Data()) ) == nullptr ) ) // Or we're fully in, and this player isn't in it
|
||||
( ( m_pDQRNet->GetState() == DQRNetworkManager::DNM_INT_STATE_PLAYING ) && ( m_pDQRNet->GetPlayerByXuid( PlayerUID(memberXUID->Data()) ) == NULL ) ) // Or we're fully in, and this player isn't in it
|
||||
)
|
||||
{
|
||||
for( int j = 4; j < 12; j++ ) // Final check that we have a gamepad for this xuid so that we might possibly be able to pair someone up
|
||||
@@ -1201,5 +1201,5 @@ double PartyController::GetTimeBetweenInSeconds(Windows::Foundation::DateTime dt
|
||||
{
|
||||
const uint64 tickPerSecond = 10000000i64;
|
||||
uint64 deltaTime = dt2.UniversalTime - dt1.UniversalTime;
|
||||
return static_cast<double>(deltaTime) / static_cast<double>(tickPerSecond);
|
||||
return (double)deltaTime / (double)tickPerSecond;
|
||||
}
|
||||
Reference in New Issue
Block a user