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.
1770 lines
56 KiB
C++
1770 lines
56 KiB
C++
#include "stdafx.h"
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#include "..\..\..\Minecraft.World\Socket.h"
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#include "..\..\..\Minecraft.World\StringHelpers.h"
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#include "PlatformNetworkManagerXbox.h"
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#include "NetworkPlayerXbox.h"
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#include "..\..\Common\Network\GameNetworkManager.h"
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CPlatformNetworkManagerXbox *g_pPlatformNetworkManager;
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VOID CPlatformNetworkManagerXbox::NotifyStateChanged(
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__in QNET_STATE OldState,
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__in QNET_STATE NewState,
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__in HRESULT hrInfo
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)
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{
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static const char * c_apszStateNames[] =
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{
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"QNET_STATE_IDLE",
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"QNET_STATE_SESSION_HOSTING",
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"QNET_STATE_SESSION_JOINING",
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"QNET_STATE_GAME_LOBBY",
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"QNET_STATE_SESSION_REGISTERING",
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"QNET_STATE_SESSION_STARTING",
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"QNET_STATE_GAME_PLAY",
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"QNET_STATE_SESSION_ENDING",
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"QNET_STATE_SESSION_LEAVING",
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"QNET_STATE_SESSION_DELETING",
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};
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app.DebugPrintf( "State: %s ==> %s, result 0x%08x.\n",
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c_apszStateNames[ OldState ],
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c_apszStateNames[ NewState ],
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hrInfo );
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if( NewState == QNET_STATE_SESSION_HOSTING )
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{
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m_bLeavingGame = false;
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m_bLeaveGameOnTick = false;
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m_bHostChanged = false;
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g_NetworkManager.StateChange_AnyToHosting();
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}
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else if( NewState == QNET_STATE_SESSION_JOINING )
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{
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m_bLeavingGame = false;
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m_bLeaveGameOnTick = false;
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m_bHostChanged = false;
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g_NetworkManager.StateChange_AnyToJoining();
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}
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else if( NewState == QNET_STATE_IDLE && OldState == QNET_STATE_SESSION_JOINING )
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{
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// 4J-PB - now and then we get ERROR_DEVICE_REMOVED when qnet says
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// " Couldn't join, removed from session!" or
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//[qnet]: Received data change notification from partially connected player!
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//[qnet]: Couldn't join, removed from session!
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// instead of a QNET_E_SESSION_FULL as should be reported
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eJoinFailedReason reason;
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switch( hrInfo )
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{
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case QNET_E_INSUFFICIENT_PRIVILEGES:
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reason = JOIN_FAILED_INSUFFICIENT_PRIVILEGES;
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break;
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case QNET_E_SESSION_FULL:
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reason = JOIN_FAILED_SERVER_FULL;
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break;
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default:
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reason = JOIN_FAILED_NONSPECIFIC;
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break;
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}
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g_NetworkManager.StateChange_JoiningToIdle(reason);
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}
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else if( NewState == QNET_STATE_IDLE && OldState == QNET_STATE_SESSION_HOSTING )
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{
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m_bLeavingGame = true;
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}
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else if( NewState == QNET_STATE_SESSION_STARTING )
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{
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m_lastPlayerEventTimeStart = app.getAppTime();
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g_NetworkManager.StateChange_AnyToStarting();
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}
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// Fix for #93148 - TCR 001: BAS Game Stability: Title will crash for the multiplayer client if host of the game will exit during the clients loading to created world.
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// 4J Stu - If the client joins just as the host is exiting, then they can skip to leaving without passing through ending
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else if( NewState == QNET_STATE_SESSION_ENDING || (NewState == QNET_STATE_SESSION_LEAVING && OldState == QNET_STATE_GAME_PLAY) )
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{
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g_NetworkManager.StateChange_AnyToEnding( OldState == QNET_STATE_GAME_PLAY );
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if( m_pIQNet->IsHost() )
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{
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m_bLeavingGame = true;
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}
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}
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if( NewState == QNET_STATE_IDLE )
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{
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g_NetworkManager.StateChange_AnyToIdle();
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}
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}
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VOID CPlatformNetworkManagerXbox::NotifyPlayerJoined(
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__in IQNetPlayer * pQNetPlayer
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)
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{
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const char * pszDescription;
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// 4J Stu - We create a fake socket for every where that we need an INBOUND queue of game data. Outbound
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// is all handled by QNet so we don't need that. Therefore each client player has one, and the host has one
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// for each client player.
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bool createFakeSocket = false;
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bool localPlayer = false;
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NetworkPlayerXbox *networkPlayer = (NetworkPlayerXbox *)addNetworkPlayer(pQNetPlayer);
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if( pQNetPlayer->IsLocal() )
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{
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localPlayer = true;
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if( pQNetPlayer->IsHost() )
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{
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pszDescription = "local host";
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// 4J Stu - No socket for the localhost as it uses a special loopback queue
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m_machineQNetPrimaryPlayers.push_back( pQNetPlayer );
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}
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else
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{
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pszDescription = "local";
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// We need an inbound queue on all local players to receive data from the host
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createFakeSocket = true;
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}
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}
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else
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{
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if( pQNetPlayer->IsHost() )
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{
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pszDescription = "remote host";
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}
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else
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{
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pszDescription = "remote";
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// If we are the host, then create a fake socket for every remote player
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if( m_pIQNet->IsHost() )
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{
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createFakeSocket = true;
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}
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}
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if( m_pIQNet->IsHost() && !m_bHostChanged )
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{
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// Do we already have a primary player for this system?
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bool systemHasPrimaryPlayer = false;
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for (auto it = m_machineQNetPrimaryPlayers.begin(); it < m_machineQNetPrimaryPlayers.end(); ++it)
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{
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IQNetPlayer *pQNetPrimaryPlayer = *it;
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if( pQNetPlayer->IsSameSystem(pQNetPrimaryPlayer) )
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{
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systemHasPrimaryPlayer = true;
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break;
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}
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}
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if( !systemHasPrimaryPlayer )
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m_machineQNetPrimaryPlayers.push_back( pQNetPlayer );
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}
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}
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g_NetworkManager.PlayerJoining( networkPlayer );
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if( createFakeSocket == true && !m_bHostChanged )
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{
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g_NetworkManager.CreateSocket( networkPlayer, localPlayer );
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}
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app.DebugPrintf( "Player 0x%p \"%ls\" joined; %s; voice %i; camera %i.\n",
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pQNetPlayer,
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pQNetPlayer->GetGamertag(),
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pszDescription,
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(int) pQNetPlayer->HasVoice(),
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(int) pQNetPlayer->HasCamera() );
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if( m_pIQNet->IsHost() )
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{
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// 4J-PB - only the host should do this
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g_NetworkManager.UpdateAndSetGameSessionData();
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SystemFlagAddPlayer( networkPlayer );
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}
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for( int idx = 0; idx < XUSER_MAX_COUNT; ++idx)
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{
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if(playerChangedCallback[idx] != NULL)
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playerChangedCallback[idx]( playerChangedCallbackParam[idx], networkPlayer, false );
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}
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if(m_pIQNet->GetState() == QNET_STATE_GAME_PLAY)
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{
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int localPlayerCount = 0;
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for(unsigned int idx = 0; idx < XUSER_MAX_COUNT; ++idx)
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{
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if( m_pIQNet->GetLocalPlayerByUserIndex(idx) != NULL ) ++localPlayerCount;
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}
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float appTime = app.getAppTime();
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// Only record stats for the primary player here
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m_lastPlayerEventTimeStart = appTime;
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}
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}
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VOID CPlatformNetworkManagerXbox::NotifyPlayerLeaving(
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__in IQNetPlayer * pQNetPlayer
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)
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{
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//__debugbreak();
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app.DebugPrintf( "Player 0x%p \"%ls\" leaving.\n",
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pQNetPlayer,
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pQNetPlayer->GetGamertag() );
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INetworkPlayer *networkPlayer = getNetworkPlayer(pQNetPlayer);
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// Get our wrapper object associated with this player.
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Socket *socket = networkPlayer->GetSocket();
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if( socket != NULL )
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{
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// If we are in game then remove this player from the game as well.
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// We may get here either from the player requesting to exit the game,
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// in which case we they will already have left the game server, or from a disconnection
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// where we then have to remove them from the game server
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if( m_pIQNet->IsHost() && !m_bHostChanged )
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{
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g_NetworkManager.CloseConnection(networkPlayer);
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}
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// Free the wrapper object memory.
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// TODO 4J Stu - We may still be using this at the point that the player leaves the session.
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// We need this as long as the game server still needs to communicate with the player
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//delete socket;
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networkPlayer->SetSocket( NULL );
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}
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if( m_pIQNet->IsHost() && !m_bHostChanged )
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{
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if( isSystemPrimaryPlayer(pQNetPlayer) )
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{
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IQNetPlayer *pNewQNetPrimaryPlayer = NULL;
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for(unsigned int i = 0; i < m_pIQNet->GetPlayerCount(); ++i )
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{
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IQNetPlayer *pQNetPlayer2 = m_pIQNet->GetPlayerByIndex( i );
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if( pQNetPlayer2 != pQNetPlayer && pQNetPlayer2->IsSameSystem( pQNetPlayer ) )
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{
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pNewQNetPrimaryPlayer = pQNetPlayer2;
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break;
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}
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}
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auto it = find(m_machineQNetPrimaryPlayers.begin(), m_machineQNetPrimaryPlayers.end(), pQNetPlayer);
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if( it != m_machineQNetPrimaryPlayers.end() )
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{
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m_machineQNetPrimaryPlayers.erase( it );
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}
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if( pNewQNetPrimaryPlayer != NULL )
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m_machineQNetPrimaryPlayers.push_back( pNewQNetPrimaryPlayer );
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}
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g_NetworkManager.UpdateAndSetGameSessionData( networkPlayer );
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SystemFlagRemovePlayer( networkPlayer );
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}
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g_NetworkManager.PlayerLeaving( networkPlayer );
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for( int idx = 0; idx < XUSER_MAX_COUNT; ++idx)
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{
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if(playerChangedCallback[idx] != NULL)
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playerChangedCallback[idx]( playerChangedCallbackParam[idx], networkPlayer, true );
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}
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if(m_pIQNet->GetState() == QNET_STATE_GAME_PLAY)
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{
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int localPlayerCount = 0;
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for(unsigned int idx = 0; idx < XUSER_MAX_COUNT; ++idx)
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{
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if( m_pIQNet->GetLocalPlayerByUserIndex(idx) != NULL ) ++localPlayerCount;
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}
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float appTime = app.getAppTime();
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m_lastPlayerEventTimeStart = appTime;
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}
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removeNetworkPlayer(pQNetPlayer);
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}
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VOID CPlatformNetworkManagerXbox::NotifyNewHost(
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__in IQNetPlayer * pQNetPlayer
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)
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{
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app.DebugPrintf( "Player 0x%p \"%ls\" (local %i) is new host.\n",
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pQNetPlayer,
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pQNetPlayer->GetGamertag(),
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(int) pQNetPlayer->IsLocal() );
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m_bHostChanged = true;
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if( m_pIQNet->IsHost() && !IsLeavingGame() )
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{
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m_pGameNetworkManager->HostChanged();
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}
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}
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VOID CPlatformNetworkManagerXbox::NotifyDataReceived(
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__in IQNetPlayer * pQNetPlayerFrom,
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__in DWORD dwNumPlayersTo,
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__in_ecount(dwNumPlayersTo) IQNetPlayer ** apQNetPlayersTo,
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__in_bcount(dwDataSize) const BYTE * pbData,
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__in DWORD dwDataSize
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)
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{
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if(m_pIQNet->GetState() == QNET_STATE_SESSION_ENDING)
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return;
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DWORD dwPlayer;
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// Loop through all the local players that were targeted and print info
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// regarding this message.
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/*
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for( dwPlayer = 0; dwPlayer < dwNumPlayersTo; dwPlayer++ )
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{
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app.DebugPrintf( "Received %u bytes of data from \"%ls\" to \"%ls\"\n",
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dwDataSize,
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pPlayerFrom->GetGamertag(),
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apPlayersTo[ dwPlayer ]->GetGamertag());
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}
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*/
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// Loop through all the players and push this data into their read queue
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for( dwPlayer = 0; dwPlayer < dwNumPlayersTo; dwPlayer++ )
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{
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if( apQNetPlayersTo[dwPlayer]->IsHost() )
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{
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// If we are the host we care who this came from
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//app.DebugPrintf( "Pushing data into host read queue for user \"%ls\"\n", pPlayerFrom->GetGamertag());
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// Push this data into the read queue for the player that sent it
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INetworkPlayer *pPlayerFrom = getNetworkPlayer(pQNetPlayerFrom);
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Socket *socket = pPlayerFrom->GetSocket();
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if(socket != NULL)
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socket->pushDataToQueue(pbData, dwDataSize, false);
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}
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else
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{
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// If we are not the host the message must have come from the host, so we care more about who it is addressed to
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INetworkPlayer *pPlayerTo = getNetworkPlayer(apQNetPlayersTo[dwPlayer]);
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Socket *socket = pPlayerTo->GetSocket();
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//app.DebugPrintf( "Pushing data into read queue for user \"%ls\"\n", apPlayersTo[dwPlayer]->GetGamertag());
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if(socket != NULL)
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socket->pushDataToQueue(pbData, dwDataSize);
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}
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}
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}
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VOID CPlatformNetworkManagerXbox::NotifyWriteStats(
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__in IQNetPlayer * pQNetPlayer
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)
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{
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app.DebugPrintf( "QNet: NotifyWriteStats\n" );
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g_NetworkManager.WriteStats( getNetworkPlayer( pQNetPlayer ) );
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}
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VOID CPlatformNetworkManagerXbox::NotifyReadinessChanged(
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__in IQNetPlayer * pQNetPlayer,
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__in BOOL bReady
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)
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{
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app.DebugPrintf( "Player 0x%p readiness is now %i.\n", pQNetPlayer, (int) bReady );
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}
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VOID CPlatformNetworkManagerXbox::NotifyCommSettingsChanged(
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__in IQNetPlayer * pQNetPlayer
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)
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{
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}
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VOID CPlatformNetworkManagerXbox::NotifyGameSearchComplete(
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__in IQNetGameSearch * pGameSearch,
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__in HRESULT hrComplete,
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__in DWORD dwNumResults
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)
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{
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// Not currently used
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}
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VOID CPlatformNetworkManagerXbox::NotifyGameInvite(
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__in DWORD dwUserIndex,
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__in const INVITE_INFO * pInviteInfo
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)
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{
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g_NetworkManager.GameInviteReceived( dwUserIndex, pInviteInfo );
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}
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VOID CPlatformNetworkManagerXbox::NotifyContextChanged(
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__in const XUSER_CONTEXT * pContext
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)
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{
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app.DebugPrintf( "Context 0x%p changed.\n", pContext );
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}
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VOID CPlatformNetworkManagerXbox::NotifyPropertyChanged(
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__in const XUSER_PROPERTY * pProperty
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)
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{
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app.DebugPrintf( "Property 0x%p changed.\n", pProperty );
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}
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bool CPlatformNetworkManagerXbox::Initialise(CGameNetworkManager *pGameNetworkManager, int flagIndexSize)
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{
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m_pGameNetworkManager = pGameNetworkManager;
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m_flagIndexSize = flagIndexSize;
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g_pPlatformNetworkManager = this;
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for( int i = 0; i < XUSER_MAX_COUNT; i++ )
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{
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playerChangedCallback[ i ] = NULL;
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}
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HRESULT hr;
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int iResult;
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DWORD dwResult;
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// Start up XNet with default settings.
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iResult = XNetStartup( NULL );
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if( iResult != 0 )
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{
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app.DebugPrintf( "Starting up XNet failed (err = %i)!\n", iResult );
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return false;
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}
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// Start up XOnline.
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dwResult = XOnlineStartup();
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if( dwResult != ERROR_SUCCESS )
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{
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app.DebugPrintf( "Starting up XOnline failed (err = %u)!\n", dwResult );
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XNetCleanup();
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return false;
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}
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// Create the QNet object.
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hr = QNetCreateUsingXAudio2( QNET_SESSIONTYPE_LIVE_STANDARD, this, NULL, g_pXAudio2, &m_pIQNet );
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if( FAILED( hr ) )
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{
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app.DebugPrintf( "Creating QNet object failed (err = 0x%08x)!\n", hr );
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XOnlineCleanup();
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XNetCleanup();
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return false;
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}
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BOOL enableNotify = FALSE;
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m_pIQNet->SetOpt( QNET_OPTION_NOTIFY_LISTENER, &enableNotify, sizeof BOOL );
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BOOL enableJip = FALSE;
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m_pIQNet->SetOpt( QNET_OPTION_JOIN_IN_PROGRESS_ALLOWED, &enableJip, sizeof BOOL );
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BOOL enableInv = FALSE;
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m_pIQNet->SetOpt( QNET_OPTION_INVITES_ALLOWED, &enableInv, sizeof BOOL );
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BOOL enablePres = FALSE;
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m_pIQNet->SetOpt( QNET_OPTION_PRESENCE_JOIN_MODE, &enablePres, sizeof BOOL );
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// We DO NOT want QNet to handle XN_SYS_SIGNINCHANGED but so far everything else should be fine
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// We DO WANT QNet to handle XN_LIVE_INVITE_ACCEPTED at a minimum
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// Receive all types that QNet needs, and filter out the specific ones we don't want later
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m_notificationListener = XNotifyCreateListener(XNOTIFY_SYSTEM | XNOTIFY_FRIENDS | XNOTIFY_LIVE);
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m_bLeavingGame = false;
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m_bLeaveGameOnTick = false;
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m_bHostChanged = false;
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m_bSearchResultsReady = false;
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m_bSearchPending = false;
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m_bIsOfflineGame = false;
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m_pSearchParam = NULL;
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m_SessionsUpdatedCallback = NULL;
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for(unsigned int i = 0; i < XUSER_MAX_COUNT; ++i)
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{
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m_searchResultsCount[i] = 0;
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m_lastSearchStartTime[i] = 0;
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// The results that will be filled in with the current search
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m_pSearchResults[i] = NULL;
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m_pQoSResult[i] = NULL;
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m_pCurrentSearchResults[i] = NULL;
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m_pCurrentQoSResult[i] = NULL;
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m_currentSearchResultsCount[i] = 0;
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}
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// Success!
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return true;
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}
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void CPlatformNetworkManagerXbox::Terminate()
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{
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}
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int CPlatformNetworkManagerXbox::GetJoiningReadyPercentage()
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{
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return 100;
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}
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|
|
|
int CPlatformNetworkManagerXbox::CorrectErrorIDS(int IDS)
|
|
{
|
|
return IDS;
|
|
}
|
|
|
|
bool CPlatformNetworkManagerXbox::isSystemPrimaryPlayer(IQNetPlayer *pQNetPlayer)
|
|
{
|
|
bool playerIsSystemPrimary = false;
|
|
for (auto it = m_machineQNetPrimaryPlayers.begin(); it < m_machineQNetPrimaryPlayers.end(); ++it)
|
|
{
|
|
IQNetPlayer *pQNetPrimaryPlayer = *it;
|
|
if( pQNetPrimaryPlayer == pQNetPlayer )
|
|
{
|
|
playerIsSystemPrimary = true;
|
|
break;
|
|
}
|
|
}
|
|
return playerIsSystemPrimary;
|
|
}
|
|
|
|
// We call this twice a frame, either side of the render call so is a good place to "tick" things
|
|
void CPlatformNetworkManagerXbox::DoWork()
|
|
{
|
|
DWORD dwNotifyId;
|
|
ULONG_PTR ulpNotifyParam;
|
|
|
|
while( XNotifyGetNext(
|
|
m_notificationListener,
|
|
0, // Any notification
|
|
&dwNotifyId,
|
|
&ulpNotifyParam)
|
|
)
|
|
{
|
|
|
|
switch(dwNotifyId)
|
|
{
|
|
|
|
case XN_SYS_SIGNINCHANGED:
|
|
app.DebugPrintf("Signinchanged - %d\n", ulpNotifyParam);
|
|
break;
|
|
case XN_LIVE_INVITE_ACCEPTED:
|
|
// ignore these - we're catching them from the game listener, so we can get the one from the dashboard
|
|
break;
|
|
default:
|
|
m_pIQNet->Notify(dwNotifyId,ulpNotifyParam);
|
|
break;
|
|
}
|
|
|
|
}
|
|
|
|
TickSearch();
|
|
|
|
if( m_bLeaveGameOnTick )
|
|
{
|
|
m_pIQNet->LeaveGame(m_migrateHostOnLeave);
|
|
m_bLeaveGameOnTick = false;
|
|
}
|
|
|
|
m_pIQNet->DoWork();
|
|
}
|
|
|
|
int CPlatformNetworkManagerXbox::GetPlayerCount()
|
|
{
|
|
return m_pIQNet->GetPlayerCount();
|
|
}
|
|
|
|
bool CPlatformNetworkManagerXbox::ShouldMessageForFullSession()
|
|
{
|
|
return false;
|
|
}
|
|
|
|
int CPlatformNetworkManagerXbox::GetOnlinePlayerCount()
|
|
{
|
|
DWORD playerCount = GetPlayerCount();
|
|
DWORD onlinePlayerCount = 0;
|
|
|
|
for(DWORD i = 0; i < playerCount; ++i)
|
|
{
|
|
IQNetPlayer *pQNetPlayer = m_pIQNet->GetPlayerByIndex(i);
|
|
if(!pQNetPlayer->IsLocal())++onlinePlayerCount;
|
|
}
|
|
return onlinePlayerCount;
|
|
}
|
|
|
|
int CPlatformNetworkManagerXbox::GetLocalPlayerMask(int playerIndex)
|
|
{
|
|
switch(playerIndex)
|
|
{
|
|
case 0:
|
|
return QNET_USER_MASK_USER0;
|
|
case 1:
|
|
return QNET_USER_MASK_USER1;
|
|
case 2:
|
|
return QNET_USER_MASK_USER2;
|
|
case 3:
|
|
return QNET_USER_MASK_USER3;
|
|
default:
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
bool CPlatformNetworkManagerXbox::AddLocalPlayerByUserIndex( int userIndex )
|
|
{
|
|
return ( m_pIQNet->AddLocalPlayerByUserIndex(userIndex) == S_OK );
|
|
}
|
|
|
|
bool CPlatformNetworkManagerXbox::RemoveLocalPlayerByUserIndex( int userIndex )
|
|
{
|
|
IQNetPlayer *pQNetPlayer = m_pIQNet->GetLocalPlayerByUserIndex(userIndex);
|
|
INetworkPlayer *pNetworkPlayer = getNetworkPlayer(pQNetPlayer);
|
|
|
|
if(pNetworkPlayer != NULL)
|
|
{
|
|
Socket *socket = pNetworkPlayer->GetSocket();
|
|
|
|
if( socket != NULL )
|
|
{
|
|
// We can't remove the player from qnet until we have stopped using it to communicate
|
|
C4JThread* thread = new C4JThread(&CPlatformNetworkManagerXbox::RemovePlayerOnSocketClosedThreadProc, pNetworkPlayer, "RemovePlayerOnSocketClosed");
|
|
thread->SetProcessor( CPU_CORE_REMOVE_PLAYER );
|
|
thread->Run();
|
|
}
|
|
else
|
|
{
|
|
// Safe to remove the player straight away
|
|
return ( m_pIQNet->RemoveLocalPlayerByUserIndex(userIndex) == S_OK );
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
bool CPlatformNetworkManagerXbox::IsInStatsEnabledSession()
|
|
{
|
|
|
|
DWORD dataSize = sizeof(QNET_LIVE_STATS_MODE);
|
|
QNET_LIVE_STATS_MODE statsMode;
|
|
m_pIQNet->GetOpt(QNET_OPTION_LIVE_STATS_MODE, &statsMode , &dataSize );
|
|
|
|
// Use QNET_LIVE_STATS_MODE_AUTO if there is another way to check if stats are enabled or not
|
|
bool statsEnabled = statsMode == QNET_LIVE_STATS_MODE_ENABLED;
|
|
return m_pIQNet->GetState() != QNET_STATE_IDLE && statsEnabled;
|
|
}
|
|
|
|
bool CPlatformNetworkManagerXbox::SessionHasSpace(unsigned int spaceRequired /*= 1*/)
|
|
{
|
|
// This function is used while a session is running, so all players trying to join
|
|
// should use public slots,
|
|
DWORD publicSlots = 0;
|
|
DWORD filledPublicSlots = 0;
|
|
DWORD privateSlots = 0;
|
|
DWORD filledPrivateSlots = 0;
|
|
|
|
DWORD dataSize = sizeof(DWORD);
|
|
m_pIQNet->GetOpt(QNET_OPTION_TOTAL_PUBLIC_SLOTS, &publicSlots, &dataSize );
|
|
m_pIQNet->GetOpt(QNET_OPTION_FILLED_PUBLIC_SLOTS, &filledPublicSlots, &dataSize );
|
|
m_pIQNet->GetOpt(QNET_OPTION_TOTAL_PRIVATE_SLOTS, &privateSlots, &dataSize );
|
|
m_pIQNet->GetOpt(QNET_OPTION_FILLED_PRIVATE_SLOTS, &filledPrivateSlots, &dataSize );
|
|
|
|
DWORD spaceLeft = (publicSlots - filledPublicSlots) + (privateSlots - filledPrivateSlots);
|
|
|
|
return spaceLeft >= spaceRequired;
|
|
}
|
|
|
|
void CPlatformNetworkManagerXbox::SendInviteGUI(int quadrant)
|
|
{
|
|
}
|
|
|
|
bool CPlatformNetworkManagerXbox::IsAddingPlayer()
|
|
{
|
|
return false;
|
|
}
|
|
|
|
bool CPlatformNetworkManagerXbox::LeaveGame(bool bMigrateHost)
|
|
{
|
|
if( m_bLeavingGame ) return true;
|
|
|
|
m_bLeavingGame = true;
|
|
|
|
// If we are a client, wait for all client connections to close
|
|
// TODO Possibly need to do multiple objects depending on how split screen online works
|
|
IQNetPlayer *pQNetPlayer = m_pIQNet->GetLocalPlayerByUserIndex(g_NetworkManager.GetPrimaryPad());
|
|
INetworkPlayer *pNetworkPlayer = getNetworkPlayer(pQNetPlayer);
|
|
|
|
if(pNetworkPlayer != NULL)
|
|
{
|
|
Socket *socket = pNetworkPlayer->GetSocket();
|
|
|
|
if( socket != NULL )
|
|
{
|
|
//printf("Waiting for socket closed event\n");
|
|
DWORD result = socket->m_socketClosedEvent->WaitForSignal(INFINITE);
|
|
|
|
// The session might be gone once the socket releases
|
|
if( IsInSession() )
|
|
{
|
|
//printf("Socket closed event has fired\n");
|
|
// 4J Stu - Clear our reference to this socket
|
|
pQNetPlayer = m_pIQNet->GetLocalPlayerByUserIndex(g_NetworkManager.GetPrimaryPad());
|
|
pNetworkPlayer = getNetworkPlayer(pQNetPlayer);
|
|
if(pNetworkPlayer) pNetworkPlayer->SetSocket( NULL );
|
|
}
|
|
delete socket;
|
|
}
|
|
else
|
|
{
|
|
//printf("Socket is already NULL\n");
|
|
}
|
|
}
|
|
|
|
// If we are the host wait for the game server to end
|
|
if(m_pIQNet->IsHost() && g_NetworkManager.ServerStoppedValid())
|
|
{
|
|
m_pIQNet->EndGame();
|
|
g_NetworkManager.ServerStoppedWait();
|
|
g_NetworkManager.ServerStoppedDestroy();
|
|
}
|
|
|
|
return _LeaveGame(bMigrateHost, true);
|
|
}
|
|
|
|
bool CPlatformNetworkManagerXbox::_LeaveGame(bool bMigrateHost, bool bLeaveRoom)
|
|
{
|
|
// 4J Stu - Fix for #10490 - TCR 001 BAS Game Stability: When a party of four players leave a world to join another world without saving the title will crash.
|
|
// Changed this to make it threadsafe
|
|
m_bLeaveGameOnTick = true;
|
|
m_migrateHostOnLeave = bMigrateHost;
|
|
|
|
return true;
|
|
}
|
|
|
|
void CPlatformNetworkManagerXbox::HostGame(int localUsersMask, bool bOnlineGame, bool bIsPrivate, unsigned char publicSlots /*= MINECRAFT_NET_MAX_PLAYERS*/, unsigned char privateSlots /*= 0*/)
|
|
{
|
|
// #ifdef _XBOX
|
|
// 4J Stu - We probably did this earlier as well, but just to be sure!
|
|
SetLocalGame( !bOnlineGame );
|
|
SetPrivateGame( bIsPrivate );
|
|
SystemFlagReset();
|
|
|
|
// Make sure that the Primary Pad is in by default
|
|
localUsersMask |= GetLocalPlayerMask( g_NetworkManager.GetPrimaryPad() );
|
|
|
|
_HostGame( localUsersMask, publicSlots, privateSlots );
|
|
//#endif
|
|
}
|
|
|
|
void CPlatformNetworkManagerXbox::_HostGame(int usersMask, unsigned char publicSlots /*= MINECRAFT_NET_MAX_PLAYERS*/, unsigned char privateSlots /*= 0*/)
|
|
{
|
|
HRESULT hr;
|
|
// Create a session using the standard game type, in multiplayer game mode,
|
|
// The constants used to specify game mode, context ID and context value are
|
|
// defined in the title's .spa.h file, generated using the XLAST tool.
|
|
// TODO 4J Stu - Game mode should be CONTEXT_GAME_MODE_MULTIPLAYER?
|
|
XUSER_CONTEXT aXUserContexts[] = { { X_CONTEXT_GAME_TYPE, X_CONTEXT_GAME_TYPE_STANDARD },
|
|
{ X_CONTEXT_GAME_MODE, CONTEXT_GAME_MODE_GAMEMODE } };
|
|
|
|
|
|
// We need at least one other slot otherwise it's not multiplayer, is it!
|
|
if(publicSlots==1 && privateSlots==0)
|
|
privateSlots = 1;
|
|
|
|
//printf("Hosting game with %d public slots and %d private slots\n", publicSlots, privateSlots);
|
|
|
|
BOOL enableJip = FALSE;
|
|
m_pIQNet->SetOpt( QNET_OPTION_JOIN_IN_PROGRESS_ALLOWED, &enableJip, sizeof BOOL );
|
|
BOOL enableInv = FALSE;
|
|
m_pIQNet->SetOpt( QNET_OPTION_INVITES_ALLOWED, &enableInv, sizeof BOOL );
|
|
BOOL enablePres = FALSE;
|
|
m_pIQNet->SetOpt( QNET_OPTION_PRESENCE_JOIN_MODE, &enablePres, sizeof BOOL );
|
|
|
|
// Start hosting a new game
|
|
// Use only the contexts defined above, and no properties.
|
|
hr = m_pIQNet->HostGame(
|
|
g_NetworkManager.GetLockedProfile(), // dwUserIndex
|
|
usersMask, // dwUserMask
|
|
publicSlots, // dwPublicSlots
|
|
privateSlots, // dwPrivateSlots
|
|
0, // cProperties
|
|
NULL, // pProperties
|
|
ARRAYSIZE( aXUserContexts ), // cContexts
|
|
aXUserContexts ); // pContexts
|
|
|
|
m_hostGameSessionData.netVersion = MINECRAFT_NET_VERSION;
|
|
m_hostGameSessionData.isJoinable = !IsPrivateGame();
|
|
|
|
char* hostName = new char[XUSER_NAME_SIZE];
|
|
hostName = g_NetworkManager.GetOnlineName( g_NetworkManager.GetPrimaryPad() );
|
|
memcpy(m_hostGameSessionData.hostName,hostName,XUSER_NAME_SIZE);
|
|
|
|
hr = m_pIQNet->SetOpt(
|
|
QNET_OPTION_QOS_DATA_BUFFER,
|
|
&m_hostGameSessionData,
|
|
sizeof(GameSessionData)
|
|
);
|
|
}
|
|
|
|
bool CPlatformNetworkManagerXbox::_StartGame()
|
|
{
|
|
// Set the options that now allow players to join this game
|
|
BOOL enableJip = TRUE; // Must always be true othewise nobody can join the game while in the PLAY state
|
|
m_pIQNet->SetOpt( QNET_OPTION_JOIN_IN_PROGRESS_ALLOWED, &enableJip, sizeof BOOL );
|
|
BOOL enableInv = !IsLocalGame();
|
|
m_pIQNet->SetOpt( QNET_OPTION_INVITES_ALLOWED, &enableInv, sizeof BOOL );
|
|
BOOL enablePres = !IsPrivateGame() && !IsLocalGame();
|
|
m_pIQNet->SetOpt( QNET_OPTION_PRESENCE_JOIN_MODE, &enablePres, sizeof BOOL );
|
|
|
|
return ( m_pIQNet->StartGame() == S_OK );
|
|
}
|
|
|
|
int CPlatformNetworkManagerXbox::JoinGame(FriendSessionInfo *searchResult, int localUsersMask, int primaryUserIndex)
|
|
{
|
|
// Being a bit over-cautious here, but the xbox code pre-refactoring took a copy of XSESSION_SEARCHRESULT (although not in static memory)
|
|
// so seems safest to replicate this kind of thing here rather than risk data being pointed to by the searchResult being altered whilst
|
|
// JoinGameFromSearchResult is running.
|
|
static XSESSION_SEARCHRESULT searchResultCopy;
|
|
searchResultCopy = searchResult->searchResult;
|
|
HRESULT hr = m_pIQNet->JoinGameFromSearchResult(
|
|
primaryUserIndex, // dwUserIndex
|
|
localUsersMask, // dwUserMask
|
|
&searchResultCopy ); // pSearchResult
|
|
|
|
|
|
if( FAILED( hr ) )
|
|
{
|
|
app.DebugPrintf( "Failed joining game (err = 0x%08x)!\n", hr );
|
|
}
|
|
|
|
switch( hr )
|
|
{
|
|
case S_OK:
|
|
return CGameNetworkManager::JOINGAME_SUCCESS;
|
|
case QNET_E_SESSION_FULL:
|
|
return CGameNetworkManager::JOINGAME_FAIL_SERVER_FULL;
|
|
default:
|
|
return CGameNetworkManager::JOINGAME_FAIL_GENERAL;
|
|
}
|
|
}
|
|
|
|
bool CPlatformNetworkManagerXbox::SetLocalGame(bool isLocal)
|
|
{
|
|
if( m_pIQNet->GetState() == QNET_STATE_IDLE )
|
|
{
|
|
QNET_SESSIONTYPE sessionType = isLocal ? QNET_SESSIONTYPE_LOCAL : QNET_SESSIONTYPE_LIVE_STANDARD;
|
|
m_pIQNet->SetOpt(QNET_OPTION_TYPE_SESSIONTYPE, &sessionType , sizeof QNET_SESSIONTYPE);
|
|
|
|
// The default value for this is QNET_LIVE_STATS_MODE_AUTO, but that decides based on the players
|
|
// in when the game starts. As we may want a non-live player to join the game we cannot have stats enabled
|
|
// when we create the sessions. As a result of this, the NotifyWriteStats callback will not be called for
|
|
// LIVE players that are connected to LIVE so we write their stats data on a state change.
|
|
QNET_LIVE_STATS_MODE statsMode = isLocal ? QNET_LIVE_STATS_MODE_DISABLED : QNET_LIVE_STATS_MODE_ENABLED;
|
|
m_pIQNet->SetOpt(QNET_OPTION_LIVE_STATS_MODE, &statsMode , sizeof QNET_LIVE_STATS_MODE);
|
|
|
|
// Also has a default of QNET_LIVE_PRESENCE_MODE_AUTO as above, although the effects are less of an issue
|
|
QNET_LIVE_PRESENCE_MODE presenceMode = isLocal ? QNET_LIVE_PRESENCE_MODE_NOT_ADVERTISED : QNET_LIVE_PRESENCE_MODE_ADVERTISED;
|
|
m_pIQNet->SetOpt(QNET_OPTION_LIVE_PRESENCE_MODE, &presenceMode , sizeof QNET_LIVE_PRESENCE_MODE);
|
|
|
|
m_bIsOfflineGame = isLocal;
|
|
app.DebugPrintf("Setting as local game: %s\n", isLocal ? "yes" : "no" );
|
|
}
|
|
else
|
|
{
|
|
app.DebugPrintf("Tried to change QNet Session type while not in idle state\n");
|
|
}
|
|
return true;
|
|
}
|
|
|
|
void CPlatformNetworkManagerXbox::SetPrivateGame(bool isPrivate)
|
|
{
|
|
app.DebugPrintf("Setting as private game: %s\n", isPrivate ? "yes" : "no" );
|
|
m_bIsPrivateGame = isPrivate;
|
|
}
|
|
|
|
void CPlatformNetworkManagerXbox::RegisterPlayerChangedCallback(int iPad, void (*callback)(void *callbackParam, INetworkPlayer *pPlayer, bool leaving), void *callbackParam)
|
|
{
|
|
playerChangedCallback[iPad] = callback;
|
|
playerChangedCallbackParam[iPad] = callbackParam;
|
|
}
|
|
|
|
void CPlatformNetworkManagerXbox::UnRegisterPlayerChangedCallback(int iPad, void (*callback)(void *callbackParam, INetworkPlayer *pPlayer, bool leaving), void *callbackParam)
|
|
{
|
|
if(playerChangedCallbackParam[iPad] == callbackParam)
|
|
{
|
|
playerChangedCallback[iPad] = NULL;
|
|
playerChangedCallbackParam[iPad] = NULL;
|
|
}
|
|
}
|
|
|
|
void CPlatformNetworkManagerXbox::HandleSignInChange()
|
|
{
|
|
return;
|
|
}
|
|
|
|
bool CPlatformNetworkManagerXbox::_RunNetworkGame()
|
|
{
|
|
// We delay actually starting the session so that we know the game server is running by the time the clients try to join
|
|
// This does result in a host advantage
|
|
HRESULT hr = m_pIQNet->StartGame();
|
|
if(FAILED(hr)) return false;
|
|
|
|
// Set the options that now allow players to join this game
|
|
BOOL enableJip = TRUE; // Must always be true othewise nobody can join the game while in the PLAY state
|
|
m_pIQNet->SetOpt( QNET_OPTION_JOIN_IN_PROGRESS_ALLOWED, &enableJip, sizeof BOOL );
|
|
BOOL enableInv = !IsLocalGame();
|
|
m_pIQNet->SetOpt( QNET_OPTION_INVITES_ALLOWED, &enableInv, sizeof BOOL );
|
|
BOOL enablePres = !IsPrivateGame() && !IsLocalGame();
|
|
m_pIQNet->SetOpt( QNET_OPTION_PRESENCE_JOIN_MODE, &enablePres, sizeof BOOL );
|
|
|
|
return true;
|
|
}
|
|
|
|
void CPlatformNetworkManagerXbox::UpdateAndSetGameSessionData(INetworkPlayer *pNetworkPlayerLeaving /*= NULL*/)
|
|
{
|
|
DWORD playerCount = m_pIQNet->GetPlayerCount();
|
|
|
|
if( this->m_bLeavingGame )
|
|
return;
|
|
|
|
if( GetHostPlayer() == NULL )
|
|
return;
|
|
|
|
for(unsigned int i = 0; i < MINECRAFT_NET_MAX_PLAYERS; ++i)
|
|
{
|
|
if( i < playerCount )
|
|
{
|
|
INetworkPlayer *pNetworkPlayer = GetPlayerByIndex(i);
|
|
|
|
// We can call this from NotifyPlayerLeaving but at that point the player is still considered in the session
|
|
if( pNetworkPlayer != pNetworkPlayerLeaving )
|
|
{
|
|
m_hostGameSessionData.players[i] = ((NetworkPlayerXbox *)pNetworkPlayer)->GetUID();
|
|
|
|
char *temp;
|
|
temp = (char *)wstringtofilename( pNetworkPlayer->GetOnlineName() );
|
|
memcpy(m_hostGameSessionData.szPlayers[i],temp,XUSER_NAME_SIZE);
|
|
}
|
|
else
|
|
{
|
|
m_hostGameSessionData.players[i] = NULL;
|
|
memset(m_hostGameSessionData.szPlayers[i],0,XUSER_NAME_SIZE);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
m_hostGameSessionData.players[i] = NULL;
|
|
memset(m_hostGameSessionData.szPlayers[i],0,XUSER_NAME_SIZE);
|
|
}
|
|
}
|
|
|
|
m_hostGameSessionData.hostPlayerUID = ((NetworkPlayerXbox *)GetHostPlayer())->GetQNetPlayer()->GetXuid();
|
|
m_hostGameSessionData.m_uiGameHostSettings = app.GetGameHostOption(eGameHostOption_All);
|
|
|
|
HRESULT hr = S_OK;
|
|
hr = m_pIQNet->SetOpt(
|
|
QNET_OPTION_QOS_DATA_BUFFER,
|
|
&m_hostGameSessionData,
|
|
sizeof(GameSessionData)
|
|
);
|
|
}
|
|
|
|
int CPlatformNetworkManagerXbox::RemovePlayerOnSocketClosedThreadProc( void* lpParam )
|
|
{
|
|
INetworkPlayer *pNetworkPlayer = (INetworkPlayer *)lpParam;
|
|
|
|
Socket *socket = pNetworkPlayer->GetSocket();
|
|
|
|
if( socket != NULL )
|
|
{
|
|
//printf("Waiting for socket closed event\n");
|
|
socket->m_socketClosedEvent->WaitForSignal(INFINITE);
|
|
|
|
//printf("Socket closed event has fired\n");
|
|
// 4J Stu - Clear our reference to this socket
|
|
pNetworkPlayer->SetSocket( NULL );
|
|
delete socket;
|
|
}
|
|
|
|
return g_pPlatformNetworkManager->RemoveLocalPlayer( pNetworkPlayer );
|
|
}
|
|
|
|
bool CPlatformNetworkManagerXbox::RemoveLocalPlayer( INetworkPlayer *pNetworkPlayer )
|
|
{
|
|
if( pNetworkPlayer->IsLocal() )
|
|
{
|
|
return ( m_pIQNet->RemoveLocalPlayerByUserIndex( pNetworkPlayer->GetUserIndex() ) == S_OK );
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
CPlatformNetworkManagerXbox::PlayerFlags::PlayerFlags(INetworkPlayer *pNetworkPlayer, unsigned int count)
|
|
{
|
|
// 4J Stu - Don't assert, just make it a multiple of 8! This count is calculated from a load of separate values,
|
|
// and makes tweaking world/render sizes a pain if we hit an assert here
|
|
count = (count + 8 - 1) & ~(8 - 1);
|
|
//assert( ( count % 8 ) == 0 );
|
|
this->m_pNetworkPlayer = pNetworkPlayer;
|
|
this->flags = new unsigned char [ count / 8 ];
|
|
memset( this->flags, 0, count / 8 );
|
|
this->count = count;
|
|
}
|
|
CPlatformNetworkManagerXbox::PlayerFlags::~PlayerFlags()
|
|
{
|
|
delete [] flags;
|
|
}
|
|
|
|
// Add a player to the per system flag storage - if we've already got a player from that system, copy its flags over
|
|
void CPlatformNetworkManagerXbox::SystemFlagAddPlayer(INetworkPlayer *pNetworkPlayer)
|
|
{
|
|
PlayerFlags *newPlayerFlags = new PlayerFlags( pNetworkPlayer, m_flagIndexSize);
|
|
// If any of our existing players are on the same system, then copy over flags from that one
|
|
for( unsigned int i = 0; i < m_playerFlags.size(); i++ )
|
|
{
|
|
if( pNetworkPlayer->IsSameSystem(m_playerFlags[i]->m_pNetworkPlayer) )
|
|
{
|
|
memcpy( newPlayerFlags->flags, m_playerFlags[i]->flags, m_playerFlags[i]->count / 8 );
|
|
break;
|
|
}
|
|
}
|
|
m_playerFlags.push_back(newPlayerFlags);
|
|
}
|
|
|
|
// Remove a player from the per system flag storage - just maintains the m_playerFlags vector without any gaps in it
|
|
void CPlatformNetworkManagerXbox::SystemFlagRemovePlayer(INetworkPlayer *pNetworkPlayer)
|
|
{
|
|
for( unsigned int i = 0; i < m_playerFlags.size(); i++ )
|
|
{
|
|
if( m_playerFlags[i]->m_pNetworkPlayer == pNetworkPlayer )
|
|
{
|
|
delete m_playerFlags[i];
|
|
m_playerFlags[i] = m_playerFlags.back();
|
|
m_playerFlags.pop_back();
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
void CPlatformNetworkManagerXbox::SystemFlagReset()
|
|
{
|
|
for( unsigned int i = 0; i < m_playerFlags.size(); i++ )
|
|
{
|
|
delete m_playerFlags[i];
|
|
}
|
|
m_playerFlags.clear();
|
|
}
|
|
|
|
// Set a per system flag - this is done by setting the flag on every player that shares that system
|
|
void CPlatformNetworkManagerXbox::SystemFlagSet(INetworkPlayer *pNetworkPlayer, int index)
|
|
{
|
|
if( ( index < 0 ) || ( index >= m_flagIndexSize ) ) return;
|
|
if( pNetworkPlayer == NULL ) return;
|
|
|
|
for( unsigned int i = 0; i < m_playerFlags.size(); i++ )
|
|
{
|
|
if( pNetworkPlayer->IsSameSystem(m_playerFlags[i]->m_pNetworkPlayer) )
|
|
{
|
|
m_playerFlags[i]->flags[ index / 8 ] |= ( 128 >> ( index % 8 ) );
|
|
}
|
|
}
|
|
}
|
|
|
|
// Get value of a per system flag - can be read from the flags of the passed in player as anything else sent to that
|
|
// system should also have been duplicated here
|
|
bool CPlatformNetworkManagerXbox::SystemFlagGet(INetworkPlayer *pNetworkPlayer, int index)
|
|
{
|
|
if( ( index < 0 ) || ( index >= m_flagIndexSize ) ) return false;
|
|
if( pNetworkPlayer == NULL )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
for( unsigned int i = 0; i < m_playerFlags.size(); i++ )
|
|
{
|
|
if( m_playerFlags[i]->m_pNetworkPlayer == pNetworkPlayer )
|
|
{
|
|
return ( ( m_playerFlags[i]->flags[ index / 8 ] & ( 128 >> ( index % 8 ) ) ) != 0 );
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
wstring CPlatformNetworkManagerXbox::GatherStats()
|
|
{
|
|
return L"Queue messages: " + std::to_wstring(((NetworkPlayerXbox *)GetHostPlayer())->GetQNetPlayer()->GetSendQueueSize( NULL, QNET_GETSENDQUEUESIZE_MESSAGES ) )
|
|
+ L" Queue bytes: " + std::to_wstring( ((NetworkPlayerXbox *)GetHostPlayer())->GetQNetPlayer()->GetSendQueueSize( NULL, QNET_GETSENDQUEUESIZE_BYTES ) );
|
|
}
|
|
|
|
wstring CPlatformNetworkManagerXbox::GatherRTTStats()
|
|
{
|
|
wstring stats(L"Rtt: ");
|
|
|
|
wchar_t stat[32];
|
|
|
|
for(unsigned int i = 0; i < GetPlayerCount(); ++i)
|
|
{
|
|
IQNetPlayer *pQNetPlayer = ((NetworkPlayerXbox *)GetPlayerByIndex( i ))->GetQNetPlayer();
|
|
|
|
if(!pQNetPlayer->IsLocal())
|
|
{
|
|
ZeroMemory(stat,sizeof(WCHAR)*32);
|
|
swprintf(stat, 32, L"%d: %d/", i, pQNetPlayer->GetCurrentRtt() );
|
|
stats.append(stat);
|
|
}
|
|
}
|
|
return stats;
|
|
}
|
|
|
|
void CPlatformNetworkManagerXbox::TickSearch()
|
|
{
|
|
if( m_bSearchPending )
|
|
{
|
|
if( m_bSearchResultsReady )
|
|
{
|
|
m_currentSearchResultsCount[m_lastSearchPad] = m_searchResultsCount[m_lastSearchPad];
|
|
|
|
// Store the current search results so that we don't delete them too early
|
|
if( m_pCurrentSearchResults[m_lastSearchPad] != NULL )
|
|
{
|
|
delete m_pCurrentSearchResults[m_lastSearchPad];
|
|
m_pCurrentSearchResults[m_lastSearchPad] = NULL;
|
|
}
|
|
m_pCurrentSearchResults[m_lastSearchPad] = m_pSearchResults[m_lastSearchPad];
|
|
m_pSearchResults[m_lastSearchPad] = NULL;
|
|
|
|
if( m_pCurrentQoSResult[m_lastSearchPad] != NULL )
|
|
{
|
|
XNetQosRelease(m_pCurrentQoSResult[m_lastSearchPad]);
|
|
m_pCurrentQoSResult[m_lastSearchPad] = NULL;
|
|
}
|
|
m_pCurrentQoSResult[m_lastSearchPad] = m_pQoSResult[m_lastSearchPad];
|
|
m_pQoSResult[m_lastSearchPad] = NULL;
|
|
|
|
if( m_SessionsUpdatedCallback != NULL ) m_SessionsUpdatedCallback(m_pSearchParam);
|
|
m_bSearchResultsReady = false;
|
|
m_bSearchPending = false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Don't start searches unless we have registered a callback
|
|
if( m_SessionsUpdatedCallback != NULL && (m_lastSearchStartTime[g_NetworkManager.GetPrimaryPad()] + MINECRAFT_XSESSION_SEARCH_DELAY_MILLISECONDS) < GetTickCount() )
|
|
{
|
|
SearchForGames();
|
|
}
|
|
}
|
|
}
|
|
|
|
void CPlatformNetworkManagerXbox::SearchForGames()
|
|
{
|
|
// Don't start a new search until we have finished the last one
|
|
if(m_bSearchPending) return;
|
|
|
|
m_lastSearchPad = g_NetworkManager.GetPrimaryPad();
|
|
|
|
m_lastSearchStartTime[m_lastSearchPad] = GetTickCount();
|
|
m_bSearchPending = true;
|
|
m_bSearchResultsReady = false;
|
|
|
|
for (auto it = friendsSessions[m_lastSearchPad].begin(); it < friendsSessions[m_lastSearchPad].end(); ++it)
|
|
{
|
|
delete (*it);
|
|
}
|
|
friendsSessions[m_lastSearchPad].clear();
|
|
|
|
if( m_pSearchResults[m_lastSearchPad] != NULL )
|
|
{
|
|
delete m_pSearchResults[m_lastSearchPad];
|
|
m_pSearchResults[m_lastSearchPad] = NULL;
|
|
}
|
|
if( m_pQoSResult[m_lastSearchPad] != NULL )
|
|
{
|
|
XNetQosRelease(m_pQoSResult[m_lastSearchPad]);
|
|
m_pQoSResult[m_lastSearchPad] = NULL;
|
|
}
|
|
|
|
bool bMultiplayerAllowed = g_NetworkManager.IsSignedInLive( g_NetworkManager.GetPrimaryPad() ) && g_NetworkManager.AllowedToPlayMultiplayer( g_NetworkManager.GetPrimaryPad() );
|
|
|
|
if( bMultiplayerAllowed )
|
|
{
|
|
// PARTY
|
|
XPARTY_USER_LIST partyUserList;
|
|
HRESULT partyResult = XPartyGetUserList( &partyUserList );
|
|
if((partyResult != XPARTY_E_NOT_IN_PARTY) && (partyUserList.dwUserCount>1))
|
|
{
|
|
for(unsigned int i = 0; i<partyUserList.dwUserCount; i++)
|
|
{
|
|
if(
|
|
( (partyUserList.Users[i].dwFlags & XPARTY_USER_ISLOCAL ) != XPARTY_USER_ISLOCAL ) &&
|
|
( (partyUserList.Users[i].dwFlags & XPARTY_USER_ISINGAMESESSION) == XPARTY_USER_ISINGAMESESSION ) &&
|
|
partyUserList.Users[i].dwTitleId == TITLEID_MINECRAFT
|
|
)
|
|
{
|
|
bool sessionAlreadyAdded = false;
|
|
for (auto it = friendsSessions[m_lastSearchPad].begin(); it < friendsSessions[m_lastSearchPad].end(); ++it)
|
|
{
|
|
FriendSessionInfo *current = *it;
|
|
if( memcmp( &partyUserList.Users[i].SessionInfo.sessionID, ¤t->sessionId, sizeof(SessionID) ) == 0 )
|
|
{
|
|
//printf("We already have this session from another player.\n");
|
|
sessionAlreadyAdded = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if(!sessionAlreadyAdded)
|
|
{
|
|
FriendSessionInfo *sessionInfo = new FriendSessionInfo();
|
|
sessionInfo->sessionId = partyUserList.Users[i].SessionInfo.sessionID;
|
|
sessionInfo->hasPartyMember = true;
|
|
friendsSessions[m_lastSearchPad].push_back(sessionInfo);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// FRIENDS
|
|
|
|
DWORD bufferSize = 0;
|
|
HANDLE hFriendsEnumerator;
|
|
DWORD hr = XFriendsCreateEnumerator(
|
|
g_NetworkManager.GetPrimaryPad(),
|
|
0,
|
|
MAX_FRIENDS,
|
|
&bufferSize,
|
|
&hFriendsEnumerator
|
|
);
|
|
|
|
char *buffer = new char[bufferSize];
|
|
DWORD itemsReturned;
|
|
DWORD result = XEnumerate(
|
|
hFriendsEnumerator,
|
|
buffer,
|
|
bufferSize,
|
|
&itemsReturned,
|
|
NULL
|
|
);
|
|
|
|
DWORD flagPlayingOnline = XONLINE_FRIENDSTATE_FLAG_ONLINE; // | XONLINE_FRIENDSTATE_FLAG_PLAYING;
|
|
|
|
XONLINE_FRIEND *friends = (XONLINE_FRIEND *)buffer;
|
|
for(unsigned int i = 0; i<itemsReturned; i++)
|
|
{
|
|
//printf("%s\n",friends[i].szGamertag);
|
|
if( (friends[i].dwFriendState & flagPlayingOnline) == flagPlayingOnline &&
|
|
( (friends[i].dwFriendState & XONLINE_FRIENDSTATE_FLAG_JOINABLE) == XONLINE_FRIENDSTATE_FLAG_JOINABLE ||
|
|
(friends[i].dwFriendState & XONLINE_FRIENDSTATE_FLAG_JOINABLE_FRIENDS_ONLY) == XONLINE_FRIENDSTATE_FLAG_JOINABLE_FRIENDS_ONLY)
|
|
&& ( friends[i].dwFriendState & ( XONLINE_FRIENDSTATE_FLAG_SENTREQUEST | XONLINE_FRIENDSTATE_FLAG_RECEIVEDREQUEST ) ) == 0
|
|
&& friends[i].dwTitleID == TITLEID_MINECRAFT)
|
|
{
|
|
//printf("Valid game to join\n");
|
|
|
|
bool sessionAlreadyAdded = false;
|
|
for (auto it = friendsSessions[m_lastSearchPad].begin(); it < friendsSessions[m_lastSearchPad].end(); ++it)
|
|
{
|
|
FriendSessionInfo *current = *it;
|
|
if( memcmp( &friends[i].sessionID, ¤t->sessionId, sizeof(SessionID) ) == 0 )
|
|
{
|
|
//printf("We already have this session from another player.\n");
|
|
sessionAlreadyAdded = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if(!sessionAlreadyAdded)
|
|
{
|
|
FriendSessionInfo *sessionInfo = new FriendSessionInfo();
|
|
sessionInfo->sessionId = friends[i].sessionID;
|
|
friendsSessions[m_lastSearchPad].push_back(sessionInfo);
|
|
//g_NetworkManager.SearchForGameById(friends[i].sessionID,&SearchForGameCallback, m_hObj);
|
|
//++m_searches;
|
|
}
|
|
}
|
|
}
|
|
delete [] buffer;
|
|
}
|
|
|
|
if( friendsSessions[m_lastSearchPad].empty() )
|
|
{
|
|
SetSearchResultsReady();
|
|
return;
|
|
}
|
|
|
|
DWORD sessionIDCount = min( XSESSION_SEARCH_MAX_IDS, friendsSessions[m_lastSearchPad].size() );
|
|
SessionID *sessionIDList = new SessionID[sessionIDCount];
|
|
|
|
for(DWORD i = 0; i < sessionIDCount; ++i)
|
|
{
|
|
sessionIDList[i] = friendsSessions[m_lastSearchPad].at(i)->sessionId;
|
|
}
|
|
|
|
DWORD dwStatus = ERROR_SUCCESS;
|
|
DWORD cbResults = 0;
|
|
// In this first call, explicitly pass in a null pointer and a buffer size
|
|
// of 0. This forces the function to set cbResults to the correct buffer
|
|
// size.
|
|
|
|
dwStatus = XSessionSearchByIds(
|
|
sessionIDCount,
|
|
sessionIDList,
|
|
g_NetworkManager.GetPrimaryPad(),
|
|
&cbResults, // Pass in the address of the size variable
|
|
NULL,
|
|
NULL // This example uses the synchronous model
|
|
);
|
|
|
|
XOVERLAPPED *pOverlapped = new XOVERLAPPED();
|
|
ZeroMemory(pOverlapped, sizeof(XOVERLAPPED));
|
|
|
|
// If the function returns ERROR_INSUFFICIENT_BUFFER cbResults has been
|
|
// changed to reflect the size buffer that will be necessary for this call. Use
|
|
// the new size to allocate a buffer of the appropriate size.
|
|
if (ERROR_INSUFFICIENT_BUFFER == dwStatus && cbResults > 0)
|
|
{
|
|
// Allocate this on the main thread rather in the search thread which might run out of memory
|
|
m_pSearchResults[m_lastSearchPad] = (XSESSION_SEARCHRESULT_HEADER *) new BYTE[cbResults];
|
|
|
|
if (!m_pSearchResults[m_lastSearchPad])
|
|
{
|
|
dwStatus = ERROR_OUTOFMEMORY;
|
|
// Handle this "out of title memory" case and abort the read.
|
|
}
|
|
|
|
ZeroMemory(m_pSearchResults[m_lastSearchPad], cbResults);
|
|
|
|
// Next, call the function again with the exact same parameters, except
|
|
// this time use the modified buffer size and a pointer to a buffer that
|
|
// matches it.
|
|
dwStatus = XSessionSearchByIds(
|
|
sessionIDCount,
|
|
sessionIDList,
|
|
g_NetworkManager.GetPrimaryPad(),
|
|
&cbResults, // Pass in the address of the size variable
|
|
m_pSearchResults[m_lastSearchPad],
|
|
pOverlapped
|
|
);
|
|
}
|
|
|
|
// Test the result of either the first call (if it failed with
|
|
// something other than ERROR_INSUFFICIENT_BUFFER) or the subsequent call.
|
|
// If the function does not succeed after allocating a buffer of the appropriate size
|
|
// succeed, something else is wrong.
|
|
if (ERROR_IO_PENDING != dwStatus)//ERROR_SUCCESS != dwStatus)
|
|
{
|
|
// Handle other errors.
|
|
app.DebugPrintf("An error occured while enumerating sessions\n");
|
|
SetSearchResultsReady();
|
|
|
|
delete [] sessionIDList;
|
|
}
|
|
else if ( cbResults > 0 )
|
|
{
|
|
SearchForGamesData *threadData = new SearchForGamesData();
|
|
threadData->sessionIDCount = sessionIDCount;
|
|
threadData->searchBuffer = m_pSearchResults[m_lastSearchPad];
|
|
threadData->ppQos = &m_pQoSResult[m_lastSearchPad];
|
|
threadData->pOverlapped = pOverlapped;
|
|
threadData->sessionIDList = sessionIDList;
|
|
|
|
m_SearchingThread = new C4JThread(&CPlatformNetworkManagerXbox::SearchForGamesThreadProc, threadData, "SearchForGames");
|
|
m_SearchingThread->SetProcessor( 2 );
|
|
m_SearchingThread->Run();
|
|
}
|
|
else
|
|
{
|
|
SetSearchResultsReady();
|
|
}
|
|
}
|
|
|
|
int CPlatformNetworkManagerXbox::SearchForGamesThreadProc( void* lpParameter )
|
|
{
|
|
SearchForGamesData *threadData = (SearchForGamesData *)lpParameter;
|
|
|
|
DWORD sessionIDCount = threadData->sessionIDCount;
|
|
|
|
XOVERLAPPED *pOverlapped = threadData->pOverlapped;
|
|
|
|
DWORD dwStatus = ERROR_SUCCESS;
|
|
DWORD cbResults = sessionIDCount;
|
|
XSESSION_SEARCHRESULT_HEADER *pSearchResults = (XSESSION_SEARCHRESULT_HEADER *)threadData->searchBuffer;
|
|
|
|
while( !XHasOverlappedIoCompleted(pOverlapped) )
|
|
{
|
|
Sleep(100);
|
|
}
|
|
delete pOverlapped;
|
|
delete [] threadData->sessionIDList;
|
|
|
|
if( pSearchResults->dwSearchResults == 0 )
|
|
{
|
|
g_pPlatformNetworkManager->SetSearchResultsReady();
|
|
return 0;
|
|
}
|
|
|
|
// TODO 4J Stu - Is there a nicer way to allocate less here?
|
|
const XNADDR *QoSxnaddr[XSESSION_SEARCH_MAX_IDS];// = new XNADDR*[sessionIDCount];
|
|
const SessionID *QoSxnkid[XSESSION_SEARCH_MAX_IDS];// = new XNKID*[sessionIDCount]; // Note SessionID is just typedef'd to be a XNKID on xbox
|
|
const XNKEY *QoSxnkey[XSESSION_SEARCH_MAX_IDS];// = new XNKEY*[sessionIDCount];
|
|
|
|
|
|
for(DWORD i = 0; i < pSearchResults->dwSearchResults; ++i)
|
|
{
|
|
QoSxnaddr[i] = &pSearchResults->pResults[i].info.hostAddress;
|
|
QoSxnkid[i] = &pSearchResults->pResults[i].info.sessionID;
|
|
QoSxnkey[i] = &pSearchResults->pResults[i].info.keyExchangeKey;
|
|
}
|
|
// Create an event object that is autoreset with an initial state of "not signaled".
|
|
// Pass this event handle to the QoSLookup to receive notification of each QoS lookup.
|
|
HANDLE QoSLookupHandle = CreateEvent(NULL, false, false, NULL);
|
|
|
|
*threadData->ppQos = new XNQOS();
|
|
|
|
INT iRet = XNetQosLookup(
|
|
pSearchResults->dwSearchResults, // Number of remote Xbox 360 consoles to probe
|
|
QoSxnaddr, // Array of pointers to XNADDR structures
|
|
QoSxnkid, // Array of pointers to XNKID structures that contain session IDs for the remote Xbox 360 consoles
|
|
QoSxnkey, // Array of pointers to XNKEY structures that contain key-exchange keys for the remote Xbox 360 consoles
|
|
0, // Number of security gateways to probe
|
|
NULL, // Pointer to an array of IN_ADDR structures that contain the IP addresses of the security gateways
|
|
NULL, // Pointer to an array of service IDs for the security gateway
|
|
8, // Number of desired probe replies to receive
|
|
0, // Maximum upstream bandwidth that the outgoing QoS probe packets can consume
|
|
0, // Flags
|
|
QoSLookupHandle, // Event handle
|
|
threadData->ppQos ); // Pointer to a pointer to an XNQOS structure that receives the results from the QoS probes
|
|
|
|
if( 0 != iRet )
|
|
{
|
|
app.DebugPrintf( "XNetQosLookup failed with error 0x%08x", iRet);
|
|
g_pPlatformNetworkManager->SetSearchResultsReady();
|
|
}
|
|
else
|
|
{
|
|
|
|
//m_bQoSTesting = TRUE;
|
|
|
|
// Wait for results to all complete. cxnqosPending will eventually hit zero.
|
|
// Pause thread waiting for QosLookup events to be triggered.
|
|
while ( (*threadData->ppQos)->cxnqosPending != 0 )
|
|
{
|
|
// 4J Stu - We could wait for INFINITE if we weren't watching for the kill flag
|
|
WaitForSingleObject(QoSLookupHandle, 100);
|
|
}
|
|
|
|
// Close handle
|
|
CloseHandle( QoSLookupHandle );
|
|
|
|
g_pPlatformNetworkManager->SetSearchResultsReady(pSearchResults->dwSearchResults);
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
void CPlatformNetworkManagerXbox::SetSearchResultsReady(int resultCount )
|
|
{
|
|
m_bSearchResultsReady = true;
|
|
m_searchResultsCount[m_lastSearchPad] = resultCount;
|
|
}
|
|
|
|
vector<FriendSessionInfo *> *CPlatformNetworkManagerXbox::GetSessionList(int iPad, int localPlayers, bool partyOnly)
|
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{
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vector<FriendSessionInfo *> *filteredList = new vector<FriendSessionInfo *>();;
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const XSESSION_SEARCHRESULT *pSearchResult;
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const XNQOSINFO * pxnqi;
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if( m_currentSearchResultsCount[iPad] > 0 )
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{
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// Loop through all the results.
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for( DWORD dwResult = 0; dwResult < m_currentSearchResultsCount[iPad]; dwResult++ )
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{
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pSearchResult = &m_pCurrentSearchResults[iPad]->pResults[dwResult];
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// No room for us, so ignore it
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// 4J Stu - pSearchResult should never be NULL, but just in case...
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if(pSearchResult == NULL || pSearchResult->dwOpenPublicSlots < localPlayers) continue;
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bool foundSession = false;
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FriendSessionInfo *sessionInfo = NULL;
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auto itFriendSession = friendsSessions[iPad].begin();
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for(itFriendSession = friendsSessions[iPad].begin(); itFriendSession < friendsSessions[iPad].end(); ++itFriendSession)
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{
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sessionInfo = *itFriendSession;
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if(memcmp( &pSearchResult->info.sessionID, &sessionInfo->sessionId, sizeof(SessionID) ) == 0 && (!partyOnly || (partyOnly && sessionInfo->hasPartyMember) ) )
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{
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sessionInfo->searchResult = *pSearchResult;
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sessionInfo->displayLabel = new wchar_t[100];
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ZeroMemory( sessionInfo->displayLabel, 100 * sizeof(wchar_t) );
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foundSession = true;
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break;
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}
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}
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// We received a search result for a session no longer in our list of friends sessions
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if(!foundSession) continue;
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// Print some info about this result.
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app.DebugPrintf( "Search result %u:\n", dwResult );
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//app.DebugPrintf( " public slots open = %u, filled = %u\n", pSearchResult->dwOpenPublicSlots, pSearchResult->dwFilledPublicSlots );
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//app.DebugPrintf( " private slots open = %u, filled = %u\n", pSearchResult->dwOpenPrivateSlots, pSearchResult->dwFilledPrivateSlots );
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// See if this result was contacted successfully via QoS probes.
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pxnqi = &m_pCurrentQoSResult[iPad]->axnqosinfo[dwResult];
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if( pxnqi->bFlags & XNET_XNQOSINFO_TARGET_CONTACTED )
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{
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// Print the round trip time and the rough estimation of
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// bandwidth.
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//app.DebugPrintf( " RTT min = %u, med = %u\n", pxnqi->wRttMinInMsecs, pxnqi->wRttMedInMsecs );
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//app.DebugPrintf( " bps up = %u, down = %u\n", pxnqi->dwUpBitsPerSec, pxnqi->dwDnBitsPerSec );
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if(pxnqi->cbData > 0)
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{
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sessionInfo->data = *(GameSessionData *)pxnqi->pbData;
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wstring gamerName = convStringToWstring(sessionInfo->data.hostName);
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#ifndef _CONTENT_PACKAGE
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if(app.DebugSettingsOn() && (app.GetGameSettingsDebugMask()&(1L<<eDebugSetting_DebugLeaderboards)))
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{
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swprintf(sessionInfo->displayLabel,app.GetString(IDS_GAME_HOST_NAME),L"WWWWWWWWWWWWWWWW");
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}
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else
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#endif
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{
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swprintf(sessionInfo->displayLabel,app.GetString(IDS_GAME_HOST_NAME),gamerName.c_str() );
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}
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}
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else
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{
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swprintf(sessionInfo->displayLabel,app.GetString(IDS_GAME_HOST_NAME_UNKNOWN));
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}
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sessionInfo->displayLabelLength = wcslen( sessionInfo->displayLabel );
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// If this host wasn't disabled use this one.
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if( !( pxnqi->bFlags & XNET_XNQOSINFO_TARGET_DISABLED ) &&
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sessionInfo->data.netVersion == MINECRAFT_NET_VERSION &&
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sessionInfo->data.isJoinable)
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{
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//printf("This game is valid\n");
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//if( foundSession ) friendsSessions.erase(itFriendSession);
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FriendSessionInfo *newInfo = new FriendSessionInfo();
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newInfo->data = sessionInfo->data;
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newInfo->displayLabel = new wchar_t[100];
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memcpy(newInfo->displayLabel, sessionInfo->displayLabel, 100 * sizeof(wchar_t) );
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newInfo->displayLabelLength = sessionInfo->displayLabelLength;
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newInfo->hasPartyMember = sessionInfo->hasPartyMember;
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newInfo->searchResult = sessionInfo->searchResult;
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newInfo->sessionId = sessionInfo->sessionId;
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filteredList->push_back(newInfo);
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}
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#ifndef _CONTENT_PACKAGE
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if( sessionInfo->data.netVersion != MINECRAFT_NET_VERSION )
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{
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wprintf(L"%ls version of %d does not match our version of %d\n", sessionInfo->displayLabel, sessionInfo->data.netVersion, MINECRAFT_NET_VERSION);
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}
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#endif
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}
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}
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}
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return filteredList;
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}
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// This runs through the search results for a session matching sessionId, then returns the full details in foundSessionInfo
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bool CPlatformNetworkManagerXbox::GetGameSessionInfo(int iPad, SessionID sessionId, FriendSessionInfo *foundSessionInfo)
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{
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HRESULT hr = E_FAIL;
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const XSESSION_SEARCHRESULT *pSearchResult;
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const XNQOSINFO * pxnqi;
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if( m_currentSearchResultsCount[iPad] > 0 )
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{
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// Loop through all the results.
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for( DWORD dwResult = 0; dwResult < m_currentSearchResultsCount[iPad]; dwResult++ )
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{
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pSearchResult = &m_pCurrentSearchResults[iPad]->pResults[dwResult];
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if(memcmp( &pSearchResult->info.sessionID, &sessionId, sizeof(SessionID) ) != 0) continue;
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bool foundSession = false;
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FriendSessionInfo *sessionInfo = NULL;
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auto = itFriendSession, friendsSessions[iPad].begin();
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for(itFriendSession = friendsSessions[iPad].begin(); itFriendSession < friendsSessions[iPad].end(); ++itFriendSession)
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{
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sessionInfo = *itFriendSession;
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if(memcmp( &pSearchResult->info.sessionID, &sessionInfo->sessionId, sizeof(SessionID) ) == 0)
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{
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sessionInfo->searchResult = *pSearchResult;
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sessionInfo->displayLabel = new wchar_t[100];
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ZeroMemory( sessionInfo->displayLabel, 100 * sizeof(wchar_t) );
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foundSession = true;
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break;
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}
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}
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// We received a search result for a session no longer in our list of friends sessions
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if(!foundSession) break;
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// See if this result was contacted successfully via QoS probes.
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pxnqi = &m_pCurrentQoSResult[iPad]->axnqosinfo[dwResult];
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if( pxnqi->bFlags & XNET_XNQOSINFO_TARGET_CONTACTED )
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{
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if(pxnqi->cbData > 0)
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{
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sessionInfo->data = *(GameSessionData *)pxnqi->pbData;
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wstring gamerName = convStringToWstring(sessionInfo->data.hostName);
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swprintf(sessionInfo->displayLabel,app.GetString(IDS_GAME_HOST_NAME),L"MWWWWWWWWWWWWWWM");// gamerName.c_str() );
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}
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else
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{
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swprintf(sessionInfo->displayLabel,app.GetString(IDS_GAME_HOST_NAME_UNKNOWN));
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}
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sessionInfo->displayLabelLength = wcslen( sessionInfo->displayLabel );
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// If this host wasn't disabled use this one.
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if( !( pxnqi->bFlags & XNET_XNQOSINFO_TARGET_DISABLED ) &&
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sessionInfo->data.netVersion == MINECRAFT_NET_VERSION &&
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sessionInfo->data.isJoinable)
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{
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foundSessionInfo->data = sessionInfo->data;
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if(foundSessionInfo->displayLabel != NULL) delete [] foundSessionInfo->displayLabel;
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foundSessionInfo->displayLabel = new wchar_t[100];
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memcpy(foundSessionInfo->displayLabel, sessionInfo->displayLabel, 100 * sizeof(wchar_t) );
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foundSessionInfo->displayLabelLength = sessionInfo->displayLabelLength;
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foundSessionInfo->hasPartyMember = sessionInfo->hasPartyMember;
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foundSessionInfo->searchResult = sessionInfo->searchResult;
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foundSessionInfo->sessionId = sessionInfo->sessionId;
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hr = S_OK;
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}
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}
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}
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}
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return ( hr == S_OK );
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}
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void CPlatformNetworkManagerXbox::SetSessionsUpdatedCallback( void (*SessionsUpdatedCallback)(LPVOID pParam), LPVOID pSearchParam )
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{
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m_SessionsUpdatedCallback = SessionsUpdatedCallback; m_pSearchParam = pSearchParam;
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}
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void CPlatformNetworkManagerXbox::GetFullFriendSessionInfo( FriendSessionInfo *foundSession, void (* FriendSessionUpdatedFn)(bool success, void *pParam), void *pParam )
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{
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FriendSessionUpdatedFn(true, pParam);
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}
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void CPlatformNetworkManagerXbox::ForceFriendsSessionRefresh()
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{
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app.DebugPrintf("Resetting friends session search data\n");
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for(unsigned int i = 0; i < XUSER_MAX_COUNT; ++i)
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{
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m_searchResultsCount[i] = 0;
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m_lastSearchStartTime[i] = 0;
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delete m_pSearchResults[i];
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m_pSearchResults[i] = NULL;
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}
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}
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INetworkPlayer *CPlatformNetworkManagerXbox::addNetworkPlayer(IQNetPlayer *pQNetPlayer)
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{
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NetworkPlayerXbox *pNetworkPlayer = new NetworkPlayerXbox(pQNetPlayer);
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pQNetPlayer->SetCustomDataValue((ULONG_PTR)pNetworkPlayer);
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currentNetworkPlayers.push_back( pNetworkPlayer );
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return pNetworkPlayer;
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}
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void CPlatformNetworkManagerXbox::removeNetworkPlayer(IQNetPlayer *pQNetPlayer)
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{
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INetworkPlayer *pNetworkPlayer = getNetworkPlayer(pQNetPlayer);
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for( auto it = currentNetworkPlayers.begin(); it != currentNetworkPlayers.end(); it++ )
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{
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if( *it == pNetworkPlayer )
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|
{
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currentNetworkPlayers.erase(it);
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return;
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|
}
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|
}
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}
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INetworkPlayer *CPlatformNetworkManagerXbox::getNetworkPlayer(IQNetPlayer *pQNetPlayer)
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|
{
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|
return pQNetPlayer ? (INetworkPlayer *)(pQNetPlayer->GetCustomDataValue()) : NULL;
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}
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INetworkPlayer *CPlatformNetworkManagerXbox::GetLocalPlayerByUserIndex(int userIndex )
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{
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return getNetworkPlayer(m_pIQNet->GetLocalPlayerByUserIndex(userIndex));
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}
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INetworkPlayer *CPlatformNetworkManagerXbox::GetPlayerByIndex(int playerIndex)
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{
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|
return getNetworkPlayer(m_pIQNet->GetPlayerByIndex(playerIndex));
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}
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INetworkPlayer * CPlatformNetworkManagerXbox::GetPlayerByXuid(PlayerUID xuid)
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|
{
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|
return getNetworkPlayer( m_pIQNet->GetPlayerByXuid(xuid)) ;
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}
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INetworkPlayer * CPlatformNetworkManagerXbox::GetPlayerBySmallId(unsigned char smallId)
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{
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|
return getNetworkPlayer(m_pIQNet->GetPlayerBySmallId(smallId));
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}
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INetworkPlayer *CPlatformNetworkManagerXbox::GetHostPlayer()
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|
{
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|
return getNetworkPlayer(m_pIQNet->GetHostPlayer());
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}
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bool CPlatformNetworkManagerXbox::IsHost()
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|
{
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|
return m_pIQNet->IsHost() && !m_bHostChanged;
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|
}
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bool CPlatformNetworkManagerXbox::JoinGameFromInviteInfo( int userIndex, int userMask, const INVITE_INFO *pInviteInfo)
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|
{
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|
return ( m_pIQNet->JoinGameFromInviteInfo( userIndex, userMask, pInviteInfo ) == S_OK);
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}
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void CPlatformNetworkManagerXbox::SetSessionTexturePackParentId( int id )
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|
{
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|
m_hostGameSessionData.texturePackParentId = id;
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|
}
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|
void CPlatformNetworkManagerXbox::SetSessionSubTexturePackId( int id )
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|
{
|
|
m_hostGameSessionData.subTexturePackId = id;
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|
}
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void CPlatformNetworkManagerXbox::Notify(int ID, ULONG_PTR Param)
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|
{
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|
m_pIQNet->Notify( ID, Param );
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|
}
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bool CPlatformNetworkManagerXbox::IsInSession()
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|
{
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|
return m_pIQNet->GetState() != QNET_STATE_IDLE;
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|
}
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bool CPlatformNetworkManagerXbox::IsInGameplay()
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|
{
|
|
return m_pIQNet->GetState() == QNET_STATE_GAME_PLAY;
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|
}
|
|
|
|
bool CPlatformNetworkManagerXbox::IsReadyToPlayOrIdle()
|
|
{
|
|
return true;
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|
}
|