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:
Loki Rautio
2026-03-07 21:12:22 -06:00
parent a9be52c41a
commit 087b7e7abf
1373 changed files with 19449 additions and 19903 deletions

View File

@@ -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;
}