feat: Windows64 local multiplayer support (#13)
- Skip QuadrantSignin (profile selector) on Windows64 in both LoadMenu and CreateWorldMenu, proceeding directly to local play since Xbox Live stubs always return true for IsSignedInLive() - Fix IsLocalMultiplayerAvailable() to not require IsHiDef() on Windows64 - Allow pad-connected players to join without a profile sign-in check - Fix ghost RemotePlayer creation by scanning all local player slots and matching on server-assigned player index rather than controller slot, fixing P3/P4 ghost entities when joining out of controller order - Give each player a unique name (Player 1-4) based on controller index instead of a single shared stub name - Use raw XInput (XInputGetState) for secondary controller join detection, bypassing the 4J toggle system which consumes all button presses before game logic runs; uses a 120-frame latch for a reliable detection window - Add .gitignore for Visual Studio build artifacts and output directories
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@@ -723,7 +723,7 @@ void ClientConnection::handleAddPlayer(shared_ptr<AddPlayerPacket> packet)
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// Some remote players could actually be local players that are already added
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for(unsigned int idx = 0; idx < XUSER_MAX_COUNT; ++idx)
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{
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// need to use the XUID here
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// need to use the XUID here
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PlayerUID playerXUIDOnline = INVALID_XUID, playerXUIDOffline = INVALID_XUID;
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ProfileManager.GetXUID(idx,&playerXUIDOnline,true);
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ProfileManager.GetXUID(idx,&playerXUIDOffline,false);
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@@ -734,6 +734,21 @@ void ClientConnection::handleAddPlayer(shared_ptr<AddPlayerPacket> packet)
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return;
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}
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}
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#ifdef _WINDOWS64
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// On Windows64 all XUIDs are INVALID_XUID so the XUID check above never fires.
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// packet->m_playerIndex is the server-assigned sequential index (set via LoginPacket),
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// NOT the controller slot — so we must scan all local player slots and match by
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// their stored server index rather than using it directly as an array subscript.
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for(unsigned int idx = 0; idx < XUSER_MAX_COUNT; ++idx)
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{
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if(minecraft->localplayers[idx] != NULL &&
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minecraft->localplayers[idx]->getPlayerIndex() == packet->m_playerIndex)
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{
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app.DebugPrintf("AddPlayerPacket received for local player (controller %d, server index %d), skipping RemotePlayer creation\n", idx, packet->m_playerIndex);
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return;
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}
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}
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#endif
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double x = packet->x / 32.0;
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double y = packet->y / 32.0;
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