#include "stdafx.h" #include "DQRNetworkManager.h" #include "PartyController.h" #include #include #include #include "..\Minecraft.World\StringHelpers.h" #include "base64.h" #ifdef _DURANGO #include "..\Minecraft.World\DurangoStats.h" #endif #include "ChatIntegrationLayer.h" using namespace Concurrency; using namespace Windows::Foundation::Collections; // Returns true if we are already processing a request to find game parties of friends bool DQRNetworkManager::FriendPartyManagerIsBusy() { if( m_GetFriendPartyThread ) { if( m_GetFriendPartyThread->isRunning() ) { return true; } } return false; } // Returns the total count of game parties that we found for our friends int DQRNetworkManager::FriendPartyManagerGetCount() { return m_sessionResultCount; } // Initiate the (asynchronous) search for game parties of our friends bool DQRNetworkManager::FriendPartyManagerSearch() { if( m_GetFriendPartyThread ) { if( m_GetFriendPartyThread->isRunning() ) { return false; } } m_sessionResultCount = 0; delete [] m_sessionSearchResults; m_sessionSearchResults = NULL; m_GetFriendPartyThread = new C4JThread(&_GetFriendsThreadProc,this,"GetFriendsThreadProc"); m_GetFriendPartyThread->Run(); return true; } // Get a particular search result for a game party that we have discovered. Index should be from 0 to the value returned by FriendPartyManagerGetCount. void DQRNetworkManager::FriendPartyManagerGetSessionInfo(int idx, SessionSearchResult *searchResult) { assert( idx < m_sessionResultCount ); assert( ( m_GetFriendPartyThread == NULL ) || ( !m_GetFriendPartyThread->isRunning()) ); // Need to make sure that copied data has independently allocated m_extData, so both copies can be freed *searchResult = m_sessionSearchResults[idx]; searchResult->m_extData = malloc(sizeof(GameSessionData)); memcpy(searchResult->m_extData, m_sessionSearchResults[idx].m_extData, sizeof(GameSessionData)); } int DQRNetworkManager::_GetFriendsThreadProc(void* lpParameter) { DQRNetworkManager *pDQR = (DQRNetworkManager *)lpParameter; return pDQR->GetFriendsThreadProc(); } // This is the main thread that is kicked off to find game sessions associated with our friends. We have to do this // by finding parties associated with our friends, and from the parties get the assocated game session. int DQRNetworkManager::GetFriendsThreadProc() { LogComment(L"Starting GetFriendsThreadProc"); WXS::User^ primaryUser = ProfileManager.GetUser(0); if( primaryUser == nullptr ) { return -1; } MXS::XboxLiveContext^ primaryUserXboxLiveContext = ref new MXS::XboxLiveContext(primaryUser); if( primaryUserXboxLiveContext == nullptr ) { return -1; } MXSS::XboxSocialRelationshipResult^ socialRelationshipResult = nullptr; // First get our friends list (people we follow who may or may not follow us back), note we're requesting all friends auto getSocialRelationshipsAsync = primaryUserXboxLiveContext->SocialService->GetSocialRelationshipsAsync(MXSS::SocialRelationship::All, 0, 1100); create_task(getSocialRelationshipsAsync).then([this,&socialRelationshipResult](task t) { try { socialRelationshipResult = t.get(); } catch (Platform::COMException^ ex) { LogCommentWithError( L"GetSocialRelationshipsAsync failed", ex->HResult ); } }) .wait(); if( socialRelationshipResult == nullptr ) { return -1; } IVector^ friendXUIDs = ref new Platform::Collections::Vector; // Now construct a vector of these users, that follow us back - these are our "friends" for( int i = 0; i < socialRelationshipResult->TotalCount; i++ ) { MXSS::XboxSocialRelationship^ relationship = socialRelationshipResult->Items->GetAt(i); if(relationship->IsFollowingCaller) { friendXUIDs->Append(relationship->XboxUserId); } } // If we don't have any such friends, we're done if( friendXUIDs->Size == 0 ) { return 0; } // Now get party associations for these friends auto getPartyAssociationsAsync = WXM::Party::GetUserPartyAssociationsAsync(primaryUser, friendXUIDs->GetView() ); IVectorView^ partyResults = nullptr; create_task(getPartyAssociationsAsync).then([this,&partyResults](task^> t) { try { partyResults = t.get(); } catch (Platform::COMException^ ex) { LogCommentWithError( L"getPartyAssociationsAsync failed", ex->HResult ); } }) .wait(); if( partyResults == nullptr ) { return -1; } if( partyResults->Size == 0 ) { return 0; } // Filter these parties by whether we have permission to see them online partyResults = FilterPartiesByPermission(primaryUserXboxLiveContext, partyResults); // At this point, we have Party Ids for our friends. Now we need to get Party Views for each of these Ids. LogComment("Parties found"); // Get party views for each of the user party associations that we have. These seem to be able to (individually) raise errors, so // accumulate results into 2 matched vectors declared below so that we can ignore any broken UserPartyAssociations from now vector partyViewVector; vector partyResultsVector; vector> taskVector; for each(WXM::UserPartyAssociation^ remoteParty in partyResults) { auto asyncOp = WXM::Party::GetPartyViewByPartyIdAsync( primaryUser, remoteParty->PartyId ); task asyncTask = create_task(asyncOp); taskVector.push_back(asyncTask.then([this, &partyViewVector, &partyResultsVector, remoteParty] (task t) { try { WXM::PartyView^ partyView = t.get(); if( partyView != nullptr ) { app.DebugPrintf("Got party view\n"); EnterCriticalSection(&m_csPartyViewVector); partyViewVector.push_back(partyView); partyResultsVector.push_back(remoteParty); LeaveCriticalSection(&m_csPartyViewVector); } } catch ( Platform::COMException^ ex ) { app.DebugPrintf("Getting party view error 0x%x\n",ex->HResult); } })); } for( auto it = taskVector.begin(); it != taskVector.end(); it++ ) { it->wait(); } if( partyViewVector.size() == 0 ) { return 0; } // Filter the party view, and party results vector (partyResultsVector) this is matched to, to remove any that don't have game sessions - or game sessions that aren't this game vector partyViewVectorFiltered; vector partyResultsFiltered; for( int i = 0; i < partyViewVector.size(); i++ ) { WXM::PartyView^ partyView = partyViewVector[i]; if( partyView->Joinability == WXM::SessionJoinability::JoinableByFriends ) { if( partyView->GameSession ) { if( partyView->GameSession->ServiceConfigurationId == SERVICE_CONFIG_ID ) { partyViewVectorFiltered.push_back( partyView ); partyResultsFiltered.push_back( partyResultsVector[i] ); } } } } // We now have matched vectors: // // partyResultsFiltered // partyViewVectorFiltered // // and, from the party views, we can now attempt to get game sessions vector sessionVector; vector partyViewVectorValid; vector partyResultsValid; for( int i = 0; i < partyViewVectorFiltered.size(); i++ ) { WXM::PartyView^ partyView = partyViewVectorFiltered[i]; Microsoft::Xbox::Services::Multiplayer::MultiplayerSessionReference^ sessionRef = ConvertToMicrosoftXboxServicesMultiplayerSessionReference(partyView->GameSession); LogComment(L"Party view vector " + sessionRef->SessionName + L" " + partyResultsFiltered[i]->QueriedXboxUserIds->GetAt(0)); MXSM::MultiplayerSession^ session = nullptr; auto asyncOp = primaryUserXboxLiveContext->MultiplayerService->GetCurrentSessionAsync( sessionRef ); create_task(asyncOp).then([&session] (task t) { try { session = t.get(); } catch (Platform::COMException^ ex) { } }) .wait(); if( session ) { sessionVector.push_back(session); partyViewVectorValid.push_back(partyView); partyResultsValid.push_back(partyResultsFiltered[i]); } } if( sessionVector.size() == 0 ) { return 0; } // We now have matched vectors: // // partyResultsValid // partyViewVectorValid // sessionVector // The next stage is to resolve the display names for the XUIDs of all the players in each of the sessions. It is possible that // a session won't have any XUIDs to resolve, which would make GetUserProfilesAsync unhappy, so we'll only be creating a task // when there are members. Creating new matching arrays for party results and sessions, to match the results (we don't care about the party view anymore) vector^>> nameResolveTaskVector; vector^> nameResolveVector; vector newSessionVector; vector newPartyVector; for( int j = 0; j < sessionVector.size(); j++ ) { MXSM::MultiplayerSession^ session = sessionVector[j]; IVector^ memberXUIDs = ref new Platform::Collections::Vector; Windows::Data::Json::JsonArray^ roomSyncArray = nullptr; try { Windows::Data::Json::JsonObject^ customJson = Windows::Data::Json::JsonObject::Parse(session->SessionProperties->SessionCustomPropertiesJson); Windows::Data::Json::JsonValue^ customValue = customJson->GetNamedValue(L"RoomSyncData"); roomSyncArray = customValue->GetArray(); LogComment("Attempting to parse RoomSyncData"); for( int i = 0; i < roomSyncArray->Size; i++ ) { LogComment(roomSyncArray->GetAt(i)->GetString()); } } catch (Platform::COMException^ ex) { LogCommentWithError( L"Custom RoomSyncData Parse/GetNamedValue failed", ex->HResult ); continue; } if( roomSyncArray && ( roomSyncArray->Size > 0 ) ) { // For each session, we want to order these XUIDs so the display name of the first one is what we will name the session by. Prioritise doing this by: // // (1) If the host player (indicated by having a small id of 0) is our friend, use that // (2) Otherwise use anyone who is our friend // Default to true bool friendsOfFriends = true; int hostIndexFound = -1; int friendIndexFound = -1; friendsOfFriends = IsSessionFriendsOfFriends(session); for( int i = 0; i < roomSyncArray->Size; i++ ) { Platform::String^ roomSyncXuid = roomSyncArray->GetAt(i)->GetString(); // Determine if this player is a friend bool isFriend = false; for each( Platform::String^ friendXUID in friendXUIDs ) { if( friendXUID == roomSyncXuid ) { isFriend = true; break; } } bool isHost = i == 0; // Store that what we found at this index if it is a friend, or a friend who is a host if( isFriend && ( friendsOfFriends || isHost ) ) { friendIndexFound = i; if( isHost ) // Host is always in slot 0 { hostIndexFound = i; } } } // Prefer to use index of host who is our friend int bestIndex = friendIndexFound; if( hostIndexFound != -1 ) { bestIndex = hostIndexFound; } // Only consider if we have at least found one friend in the list of players if( bestIndex != -1 ) { // Compile list of XUIDs to resolve with our specially chosen player as entry 0, then the rest memberXUIDs->Append(roomSyncArray->GetAt(bestIndex)->GetString()); for( int i = 0; i < roomSyncArray->Size; i++ ) { if( i != bestIndex ) { memberXUIDs->Append(roomSyncArray->GetAt(i)->GetString()); } } nameResolveTaskVector.push_back( create_task( primaryUserXboxLiveContext->ProfileService->GetUserProfilesAsync( memberXUIDs->GetView() ) ) ); newSessionVector.push_back(session); newPartyVector.push_back(partyResultsValid[j]); } } } try { auto joinTask = when_all(begin(nameResolveTaskVector), end(nameResolveTaskVector) ).then([this, &nameResolveVector](vector^> results) { nameResolveVector = results; }) .wait(); } catch(Platform::COMException^ ex) { return -1; } // We now have matched vectors: // // newPartyVector - contains the party Ids that we'll need should we wish to join // nameResolveVector - contains vectors views of the names of the members of the session each of these parties is in // newSessionVector - contains the session information itself associated with each of the parties // Construct the final result vector m_sessionResultCount = newSessionVector.size(); m_sessionSearchResults = new SessionSearchResult[m_sessionResultCount]; for( int i = 0; i < m_sessionResultCount; i++ ) { m_sessionSearchResults[i].m_partyId = newPartyVector[i]->PartyId->Data(); m_sessionSearchResults[i].m_sessionName = newSessionVector[i]->SessionReference->SessionName->Data(); for( int j = 0; j < nameResolveVector[i]->Size; j++ ) { m_sessionSearchResults[i].m_playerNames[j] = nameResolveVector[i]->GetAt(j)->GameDisplayName->Data(); m_sessionSearchResults[i].m_playerXuids[j] = PlayerUID(nameResolveVector[i]->GetAt(j)->XboxUserId->Data()); } m_sessionSearchResults[i].m_playerCount = nameResolveVector[i]->Size; m_sessionSearchResults[i].m_usedSlotCount = newSessionVector[i]->Members->Size; if( m_sessionSearchResults[i].m_usedSlotCount > MAX_ONLINE_PLAYER_COUNT ) { // Don't think this could ever happen, but no harm in checking m_sessionSearchResults[i].m_usedSlotCount = MAX_ONLINE_PLAYER_COUNT; } for( int j = 0; j < m_sessionSearchResults[i].m_usedSlotCount; j++ ) { m_sessionSearchResults[i].m_sessionXuids[j] = wstring( newSessionVector[i]->Members->GetAt(j)->XboxUserId->Data() ); } m_sessionSearchResults[i].m_extData = malloc( sizeof(GameSessionData) ); memset( m_sessionSearchResults[i].m_extData, 0, sizeof(GameSessionData) ); GetGameSessionData(newSessionVector[i], m_sessionSearchResults[i].m_extData); } return 0; } // Filters list of parties based on online presence permission (whether the friend is set to invisible or not) IVectorView^ DQRNetworkManager::FilterPartiesByPermission(MXS::XboxLiveContext ^context, IVectorView^ partyResults) { Platform::Collections::Vector^ filteredPartyResults = ref new Platform::Collections::Vector(); // List of permissions we want auto permissionIds = ref new Platform::Collections::Vector(1, ref new Platform::String(L"ViewTargetPresence")); // List of target users auto targetXboxUserIds = ref new Platform::Collections::Vector(); for (int i = 0; i < partyResults->Size; i++) { assert(partyResults->GetAt(i)->QueriedXboxUserIds->Size > 0); targetXboxUserIds->Append( partyResults->GetAt(i)->QueriedXboxUserIds->GetAt(0) ); } // Check auto checkPermissionsAsync = context->PrivacyService->CheckMultiplePermissionsWithMultipleTargetUsersAsync(permissionIds->GetView(), targetXboxUserIds->GetView()); create_task(checkPermissionsAsync).then([&partyResults, &filteredPartyResults](task^> t) { try { auto results = t.get(); // For each party, check to see if we have permission for the user for (int i = 0; i < partyResults->Size; i++) { // For each permissions result for (int j = 0; j < results->Size; j++) { auto result = results->GetAt(j); // If allowed to see this user AND it's the same user, add the party to the just if ((result->Items->GetAt(0)->IsAllowed) && (partyResults->GetAt(i)->QueriedXboxUserIds->GetAt(0) == result->XboxUserId)) { filteredPartyResults->Append(partyResults->GetAt(i)); break; } } } } catch (Platform::COMException^ ex) { LogCommentWithError( L"CheckMultiplePermissionsWithMultipleTargetUsersAsync failed", ex->HResult ); } }) .wait(); app.DebugPrintf("DQRNetworkManager::FilterPartiesByPermission: Removed %i parties because of online presence permissions\n", partyResults->Size - filteredPartyResults->Size); return filteredPartyResults->GetView(); } // Get all friends (list of XUIDs) syncronously from the service (slow, may take 300ms+), returns empty list if something goes wrong Platform::Collections::Vector^ DQRNetworkManager::GetFriends() { auto friends = ref new Platform::Collections::Vector; auto primaryUser = ProfileManager.GetUser(0); if (primaryUser == nullptr) { // Return empty return friends; } auto xboxLiveContext = ref new MXS::XboxLiveContext(primaryUser); // Request ALL friends because there's no other way to check friendships without using the REST API auto getSocialRelationshipsAsync = xboxLiveContext->SocialService->GetSocialRelationshipsAsync(MXSS::SocialRelationship::All, 0, 1100); MXSS::XboxSocialRelationshipResult^ socialRelationshipResult = nullptr; // First get our friends list (people we follow who may or may not follow us back) Concurrency::create_task(getSocialRelationshipsAsync).then([&socialRelationshipResult](Concurrency::task t) { try { socialRelationshipResult = t.get(); } catch (Platform::COMException^ ex) { app.DebugPrintf("DQRNetworkManager::GetFriends: GetSocialRelationshipsAsync failed ()\n", ex->HResult); } }) .wait(); if (socialRelationshipResult == nullptr) { // Return empty return friends; } app.DebugPrintf("DQRNetworkManager::GetFriends: Retrieved %i relationships\n", socialRelationshipResult->TotalCount); // Now construct a vector of these users, that follow us back - these are our "friends" for( int i = 0; i < socialRelationshipResult->TotalCount; i++ ) { MXSS::XboxSocialRelationship^ relationship = socialRelationshipResult->Items->GetAt(i); if(relationship->IsFollowingCaller) { app.DebugPrintf("DQRNetworkManager::GetFriends: Found friend \"%ls\"\n", relationship->XboxUserId->Data()); friends->Append(relationship->XboxUserId); } } app.DebugPrintf("DQRNetworkManager::GetFriends: Found %i 2-way friendships\n", friends->Size); return friends; } // If data for game settings exists returns FriendsOfFriends value, otherwise returns true bool DQRNetworkManager::IsSessionFriendsOfFriends(MXSM::MultiplayerSession^ session) { // Default to true, don't want to incorrectly prevent joining bool friendsOfFriends = true; // We retrieve the game session data later too, shouldn't really duplicate this void *gameSessionData = malloc( sizeof(GameSessionData)); memset(gameSessionData, 0, sizeof(GameSessionData)); bool result = GetGameSessionData(session, gameSessionData); if (result) { friendsOfFriends = app.GetGameHostOption(((GameSessionData *)gameSessionData)->m_uiGameHostSettings, eGameHostOption_FriendsOfFriends); } free(gameSessionData); return friendsOfFriends; } // Parses custom json data from session and populates game session data param, return true if parse succeeded bool DQRNetworkManager::GetGameSessionData(MXSM::MultiplayerSession^ session, void *gameSessionData) { Platform::String ^gameSessionDataJson = session->SessionProperties->SessionCustomPropertiesJson; if( gameSessionDataJson ) { try { Windows::Data::Json::JsonObject^ customParam = Windows::Data::Json::JsonObject::Parse(gameSessionDataJson); Windows::Data::Json::JsonValue^ customValue = customParam->GetNamedValue(L"GameSessionData"); Platform::String ^customValueString = customValue->GetString(); if( customValueString ) { base64_decode( customValueString, (unsigned char *)gameSessionData, sizeof(GameSessionData) ); return true; } } catch (Platform::COMException^ ex) { LogCommentWithError( L"Custom GameSessionData parameter Parse/GetNamedValue failed", ex->HResult ); } } return false; }