feat: TU19 (Dec 2014) Features & Content (#155)

* try to resolve merge conflict

* feat: TU19 (Dec 2014) Features & Content (#32)

* December 2014 files

* Working release build

* Fix compilation issues

* Add sound to Windows64Media

* Add DLC content and force Tutorial DLC

* Revert "Add DLC content and force Tutorial DLC"

This reverts commit 97a4399472.

* Disable broken light packing

* Disable breakpoint during DLC texture map load

Allows DLC loading but the DLC textures are still broken

* Fix post build not working

* ...

* fix vs2022 build

* fix cmake build

---------

Co-authored-by: Loki <lokirautio@gmail.com>
This commit is contained in:
daoge
2026-03-03 03:04:10 +08:00
committed by GitHub
parent 84c31a2331
commit b3feddfef3
2069 changed files with 264842 additions and 139522 deletions

View File

@@ -108,6 +108,7 @@ SQRNetworkManager_Vita::SQRNetworkManager_Vita(ISQRNetworkManagerListener *liste
InitializeCriticalSection(&m_csPlayerState);
InitializeCriticalSection(&m_csStateChangeQueue);
InitializeCriticalSection(&m_csMatching);
InitializeCriticalSection(&m_csAckQueue);
memset( &m_roomSyncData,0,sizeof(m_roomSyncData)); // MGH - added to fix problem when joining a full room, and the sync data wasn't populated
@@ -277,6 +278,10 @@ void SQRNetworkManager_Vita::Terminate()
// into SNM_INT_STATE_IDLE at this stage.
void SQRNetworkManager_Vita::InitialiseAfterOnline()
{
// MGH - added, so we don't init the matching2 stuff in trial mode - devtrack #5921
if(!ProfileManager.IsFullVersion())
return;
// SceNpId npId;
// int option = 0;
@@ -358,6 +363,7 @@ void SQRNetworkManager_Vita::InitialiseAfterOnline()
// General tick function to be called from main game loop - any internal tick functions should be called from here.
void SQRNetworkManager_Vita::Tick()
{
TickWriteAcks();
OnlineCheck();
sceNetCtlCheckCallback();
updateNetCheckDialog();
@@ -1527,7 +1533,7 @@ void SQRNetworkManager_Vita::TickJoinablePresenceData()
// Not signed in to PSN
UINT uiIDA[1];
uiIDA[0] = IDS_PRO_NOTONLINE_ACCEPT;
ui.RequestMessageBox( IDS_PRO_NOTONLINE_TITLE, IDS_PRO_NOTONLINE_TEXT, uiIDA, 1, ProfileManager.GetPrimaryPad(), &MustSignInReturnedPresenceInvite, NULL, app.GetStringTable(), NULL, 0, false);
ui.RequestAlertMessage( IDS_PRO_NOTONLINE_TITLE, IDS_PRO_NOTONLINE_TEXT, uiIDA, 1, ProfileManager.GetPrimaryPad(), &MustSignInReturnedPresenceInvite, NULL);
}
}
@@ -2105,6 +2111,16 @@ bool SQRNetworkManager_Vita::GetServerContext2()
// using mainly the same code by making a single element list. This is used when joining an existing room.
bool SQRNetworkManager_Vita::GetServerContext(SceNpMatching2ServerId serverId)
{
if(m_state == SNM_INT_STATE_STARTING_CONTEXT)
{
// MGH - added for devtrack 5936 : race between the context starting after going online, and trying to start it here, so skip this one if we're already starting.
m_serverCount = 1;
m_totalServerCount = m_serverCount;
m_aServerId = (SceNpMatching2ServerId *)realloc(m_aServerId, sizeof(SceNpMatching2ServerId) * m_serverCount );
m_aServerId[0] = serverId;
SetState(SNM_INT_STATE_JOINING_STARTING_MATCHING_CONTEXT);
return true;
}
assert(m_state == SNM_INT_STATE_IDLE);
assert(m_serverContextValid == false);
@@ -2895,7 +2911,9 @@ void SQRNetworkManager_Vita::DefaultRequestCallback(SceNpMatching2ContextId id,
manager->SetState(SNM_INT_STATE_JOINING_JOIN_ROOM_FAILED);
if(errorCode == SCE_NP_MATCHING2_SERVER_ERROR_ROOM_FULL) // MGH - added to fix "host has exited" error when 2 players go after the final slot
{
app.DebugPrintf("setting DisconnectPacket::eDisconnect_ServerFull\n");
Minecraft::GetInstance()->connectionDisconnected(ProfileManager.GetPrimaryPad(), DisconnectPacket::eDisconnect_ServerFull);
app.SetDisconnectReason(DisconnectPacket::eDisconnect_ServerFull); // MGH - added to fix when joining from an invite
}
break;
// This is the response to sceNpMatching2GetRoomMemberDataInternal.This only happens on the host, as a response to an incoming connection being established, when we
@@ -3339,6 +3357,17 @@ int SQRNetworkManager_Vita::BasicEventCallback(int event, int retCode, uint32_t
// Implementation of SceNpManagerCallback
void SQRNetworkManager_Vita::OnlineCheck()
{
static bool s_bFullVersion = ProfileManager.IsFullVersion();
if(s_bFullVersion != ProfileManager.IsFullVersion())
{
s_bFullVersion = ProfileManager.IsFullVersion();
// we've switched from trial to full version here, if we're already online, call InitialiseAfterOnline, as this is now returns immediately in trial mode (devtrack #5921)
if(GetOnlineStatus() == true)
{
InitialiseAfterOnline();
}
}
bool bSignedIn = ProfileManager.IsSignedInLive(ProfileManager.GetPrimaryPad());
if(GetOnlineStatus() == false)
{
@@ -3423,9 +3452,22 @@ void SQRNetworkManager_Vita::updateNetCheckDialog()
ret = sceNetCheckDialogTerm();
app.DebugPrintf("NetCheckDialogTerm ret = 0x%x\n", ret);
ProfileManager.SetSysUIShowing( false );
bool bConnectedOK = (netCheckResult.result == SCE_COMMON_DIALOG_RESULT_OK);
if(bConnectedOK)
{
SceNetCtlInfo info;
sceNetCtlInetGetInfo(SCE_NET_CTL_INFO_DEVICE, &info);
if(info.device == SCE_NET_CTL_DEVICE_PHONE) // 3G connection, we're not going to allow this
{
app.DebugPrintf("Online with 3G connection!!\n");
ProfileManager.DisplaySystemMessage( SCE_MSG_DIALOG_SYSMSG_TYPE_TRC_WIFI_REQUIRED_OPERATION, 0 );
bConnectedOK = false;
}
}
app.DebugPrintf("------------>>>>>>>> sceNetCheckDialog finished\n");
if( netCheckResult.result == SCE_COMMON_DIALOG_RESULT_OK )
if( bConnectedOK )
{
if( s_SignInCompleteCallbackFn )
{
@@ -3521,7 +3563,8 @@ void SQRNetworkManager_Vita::RudpContextCallback(int ctx_id, int event_id, int e
}
else
{
unsigned int dataSize = sceRudpGetSizeReadable(ctx_id);
SQRNetworkPlayer *playerIncomingData = manager->GetPlayerFromRudpCtx( ctx_id );
unsigned int dataSize = playerIncomingData->GetPacketDataSize();
// If we're the host, and this player hasn't yet had its small id confirmed, then the first byte sent to us should be this id
if( manager->m_isHosting )
{
@@ -3531,7 +3574,7 @@ void SQRNetworkManager_Vita::RudpContextCallback(int ctx_id, int event_id, int e
if( dataSize >= sizeof(SQRNetworkPlayer::InitSendData) )
{
SQRNetworkPlayer::InitSendData ISD;
unsigned int bytesRead = sceRudpRead( ctx_id, &ISD, sizeof(SQRNetworkPlayer::InitSendData), 0, NULL );
int bytesRead = playerFrom->ReadDataPacket( &ISD, sizeof(SQRNetworkPlayer::InitSendData));
if( bytesRead == sizeof(SQRNetworkPlayer::InitSendData) )
{
manager->NetworkPlayerInitialDataReceived(playerFrom, &ISD);
@@ -3552,7 +3595,7 @@ void SQRNetworkManager_Vita::RudpContextCallback(int ctx_id, int event_id, int e
if( dataSize > 0 )
{
unsigned char *data = new unsigned char [ dataSize ];
unsigned int bytesRead = sceRudpRead( ctx_id, data, dataSize, 0, NULL );
int bytesRead = playerIncomingData->ReadDataPacket( data, dataSize );
if( bytesRead > 0 )
{
SQRNetworkPlayer *playerFrom, *playerTo;
@@ -3868,6 +3911,9 @@ void SQRNetworkManager_Vita::AttemptPSNSignIn(int (*SignInCompleteCallbackFn)(vo
param.mode = SCE_NETCHECK_DIALOG_MODE_PSN_ONLINE;
param.defaultAgeRestriction = ProfileManager.GetMinimumAge();
// -------------------------------------------------------------
// MGH - this code is duplicated in the adhoc manager now too, so any changes will have to be made there too
// -------------------------------------------------------------
//CD - Only add if EU sku, not SCEA or SCEJ
if( app.GetProductSKU() == e_sku_SCEE )
{
@@ -3925,7 +3971,10 @@ int SQRNetworkManager_Vita::SetRichPresence(const void *data)
s_lastPresenceInfo.presenceType = SCE_NP_BASIC_IN_GAME_PRESENCE_TYPE_DEFAULT;
s_presenceStatusDirty = true;
SendLastPresenceInfo();
if(s_resendPresenceCountdown == 0)
{
s_resendPresenceCountdown = 5; // wait a few ticks before setting the rich presence value, so if there's a few being set at one time (like on game startup) we can send them all in a single call
}
// Return as if no error happened no matter what, as we'll be resending ourselves if we need to and don't want the calling system to retry
return 0;
@@ -3938,7 +3987,10 @@ void SQRNetworkManager_Vita::UpdateRichPresenceCustomData(void *data, unsigned i
s_lastPresenceInfo.size = dataBytes;
s_presenceStatusDirty = true;
SendLastPresenceInfo();
if(s_resendPresenceCountdown == 0)
{
s_resendPresenceCountdown = 5; // wait a few ticks before setting the rich presence value, so if there's a few being set at one time (like on game startup) we can send them all in a single call
}
}
void SQRNetworkManager_Vita::TickRichPresence()