Files
MinecraftConsoles/Minecraft.Client/Common/Network/PlatformNetworkManagerStub.cpp
Loki Rautio 087b7e7abf Revert "Project modernization (#630)"
This code was not tested and breaks in Release builds, reverting to restore
functionality of the nightly. All in-game menus do not work and generating
a world crashes.

This reverts commit a9be52c41a.
2026-03-07 21:12:22 -06:00

973 lines
27 KiB
C++

#include "stdafx.h"
#include "..\..\..\Minecraft.World\Socket.h"
#include "..\..\..\Minecraft.World\StringHelpers.h"
#include "PlatformNetworkManagerStub.h"
#include "..\..\Xbox\Network\NetworkPlayerXbox.h"
#ifdef _WINDOWS64
#include "..\..\Windows64\Network\WinsockNetLayer.h"
#include "..\..\Windows64\Windows64_Xuid.h"
#include "..\..\Minecraft.h"
#include "..\..\User.h"
#include "..\..\MinecraftServer.h"
#include "..\..\PlayerList.h"
#include <iostream>
#endif
CPlatformNetworkManagerStub *g_pPlatformNetworkManager;
void CPlatformNetworkManagerStub::NotifyPlayerJoined(IQNetPlayer *pQNetPlayer )
{
const char * pszDescription;
// 4J Stu - We create a fake socket for every where that we need an INBOUND queue of game data. Outbound
// is all handled by QNet so we don't need that. Therefore each client player has one, and the host has one
// for each client player.
bool createFakeSocket = false;
bool localPlayer = false;
NetworkPlayerXbox *networkPlayer = (NetworkPlayerXbox *)addNetworkPlayer(pQNetPlayer);
if( pQNetPlayer->IsLocal() )
{
localPlayer = true;
if( pQNetPlayer->IsHost() )
{
pszDescription = "local host";
// 4J Stu - No socket for the localhost as it uses a special loopback queue
m_machineQNetPrimaryPlayers.push_back( pQNetPlayer );
}
else
{
pszDescription = "local";
// We need an inbound queue on all local players to receive data from the host
createFakeSocket = true;
}
}
else
{
if( pQNetPlayer->IsHost() )
{
pszDescription = "remote host";
}
else
{
pszDescription = "remote";
// If we are the host, then create a fake socket for every remote player
if( m_pIQNet->IsHost() )
{
createFakeSocket = true;
}
}
if( m_pIQNet->IsHost() && !m_bHostChanged )
{
// Do we already have a primary player for this system?
bool systemHasPrimaryPlayer = false;
for (auto& pQNetPrimaryPlayer : m_machineQNetPrimaryPlayers)
{
if( pQNetPlayer->IsSameSystem(pQNetPrimaryPlayer) )
{
systemHasPrimaryPlayer = true;
break;
}
}
if( !systemHasPrimaryPlayer )
m_machineQNetPrimaryPlayers.push_back( pQNetPlayer );
}
}
g_NetworkManager.PlayerJoining( networkPlayer );
if( createFakeSocket == true && !m_bHostChanged )
{
g_NetworkManager.CreateSocket( networkPlayer, localPlayer );
}
app.DebugPrintf( "Player 0x%p \"%ls\" joined; %s; voice %i; camera %i.\n",
pQNetPlayer,
pQNetPlayer->GetGamertag(),
pszDescription,
(int) pQNetPlayer->HasVoice(),
(int) pQNetPlayer->HasCamera() );
if( m_pIQNet->IsHost() )
{
// 4J-PB - only the host should do this
// g_NetworkManager.UpdateAndSetGameSessionData();
SystemFlagAddPlayer( networkPlayer );
}
for( int idx = 0; idx < XUSER_MAX_COUNT; ++idx)
{
if(playerChangedCallback[idx] != NULL)
playerChangedCallback[idx]( playerChangedCallbackParam[idx], networkPlayer, false );
}
if(m_pIQNet->GetState() == QNET_STATE_GAME_PLAY)
{
int localPlayerCount = 0;
for(unsigned int idx = 0; idx < XUSER_MAX_COUNT; ++idx)
{
if( m_pIQNet->GetLocalPlayerByUserIndex(idx) != NULL ) ++localPlayerCount;
}
float appTime = app.getAppTime();
// Only record stats for the primary player here
m_lastPlayerEventTimeStart = appTime;
}
}
void CPlatformNetworkManagerStub::NotifyPlayerLeaving(IQNetPlayer* pQNetPlayer)
{
app.DebugPrintf("Player 0x%p \"%ls\" leaving.\n", pQNetPlayer, pQNetPlayer->GetGamertag());
INetworkPlayer* networkPlayer = getNetworkPlayer(pQNetPlayer);
if (networkPlayer == NULL)
return;
Socket* socket = networkPlayer->GetSocket();
if (socket != NULL)
{
if (m_pIQNet->IsHost())
g_NetworkManager.CloseConnection(networkPlayer);
}
if (m_pIQNet->IsHost())
{
SystemFlagRemovePlayer(networkPlayer);
}
g_NetworkManager.PlayerLeaving(networkPlayer);
for (int idx = 0; idx < XUSER_MAX_COUNT; ++idx)
{
if (playerChangedCallback[idx] != NULL)
playerChangedCallback[idx](playerChangedCallbackParam[idx], networkPlayer, true);
}
removeNetworkPlayer(pQNetPlayer);
}
bool CPlatformNetworkManagerStub::Initialise(CGameNetworkManager *pGameNetworkManager, int flagIndexSize)
{
m_pGameNetworkManager = pGameNetworkManager;
m_flagIndexSize = flagIndexSize;
m_pIQNet = new IQNet();
g_pPlatformNetworkManager = this;
for( int i = 0; i < XUSER_MAX_COUNT; i++ )
{
playerChangedCallback[ i ] = NULL;
}
m_bLeavingGame = false;
m_bLeaveGameOnTick = false;
m_bHostChanged = false;
m_bSearchResultsReady = false;
m_bSearchPending = false;
m_bIsOfflineGame = false;
m_pSearchParam = NULL;
m_SessionsUpdatedCallback = NULL;
for(unsigned int i = 0; i < XUSER_MAX_COUNT; ++i)
{
m_searchResultsCount[i] = 0;
m_lastSearchStartTime[i] = 0;
// The results that will be filled in with the current search
m_pSearchResults[i] = NULL;
m_pQoSResult[i] = NULL;
m_pCurrentSearchResults[i] = NULL;
m_pCurrentQoSResult[i] = NULL;
m_currentSearchResultsCount[i] = 0;
}
// Success!
return true;
}
void CPlatformNetworkManagerStub::Terminate()
{
}
int CPlatformNetworkManagerStub::GetJoiningReadyPercentage()
{
return 100;
}
int CPlatformNetworkManagerStub::CorrectErrorIDS(int IDS)
{
return IDS;
}
bool CPlatformNetworkManagerStub::isSystemPrimaryPlayer(IQNetPlayer *pQNetPlayer)
{
return true;
}
// We call this twice a frame, either side of the render call so is a good place to "tick" things
void CPlatformNetworkManagerStub::DoWork()
{
#ifdef _WINDOWS64
extern QNET_STATE _iQNetStubState;
if (_iQNetStubState == QNET_STATE_SESSION_STARTING && app.GetGameStarted())
{
_iQNetStubState = QNET_STATE_GAME_PLAY;
if (m_pIQNet->IsHost())
WinsockNetLayer::UpdateAdvertiseJoinable(true);
}
if (_iQNetStubState == QNET_STATE_IDLE)
TickSearch();
if (_iQNetStubState == QNET_STATE_GAME_PLAY && m_pIQNet->IsHost())
{
BYTE disconnectedSmallId;
while (WinsockNetLayer::PopDisconnectedSmallId(&disconnectedSmallId))
{
IQNetPlayer* qnetPlayer = m_pIQNet->GetPlayerBySmallId(disconnectedSmallId);
if (qnetPlayer != NULL && qnetPlayer->m_smallId == disconnectedSmallId)
{
NotifyPlayerLeaving(qnetPlayer);
qnetPlayer->m_smallId = 0;
qnetPlayer->m_isRemote = false;
qnetPlayer->m_isHostPlayer = false;
qnetPlayer->m_resolvedXuid = INVALID_XUID;
qnetPlayer->m_gamertag[0] = 0;
qnetPlayer->SetCustomDataValue(0);
if (IQNet::s_playerCount > 1)
IQNet::s_playerCount--;
}
// Always return smallId to the free pool so it can be reused (game may have already cleared the slot).
WinsockNetLayer::PushFreeSmallId(disconnectedSmallId);
// Clear O(1) socket lookup so GetSocketForSmallId stays fast (s_connections never shrinks).
WinsockNetLayer::ClearSocketForSmallId(disconnectedSmallId);
// Clear chunk visibility flags for this system so rejoin gets fresh chunk state.
SystemFlagRemoveBySmallId((int)disconnectedSmallId);
}
}
#endif
}
bool CPlatformNetworkManagerStub::CanAcceptMoreConnections()
{
#ifdef _WINDOWS64
MinecraftServer* server = MinecraftServer::getInstance();
if (server == NULL) return true;
PlayerList* list = server->getPlayerList();
if (list == NULL) return true;
return (unsigned int)list->players.size() < (unsigned int)list->getMaxPlayers();
#else
return true;
#endif
}
int CPlatformNetworkManagerStub::GetPlayerCount()
{
return m_pIQNet->GetPlayerCount();
}
bool CPlatformNetworkManagerStub::ShouldMessageForFullSession()
{
return false;
}
int CPlatformNetworkManagerStub::GetOnlinePlayerCount()
{
return 1;
}
int CPlatformNetworkManagerStub::GetLocalPlayerMask(int playerIndex)
{
return 1 << playerIndex;
}
bool CPlatformNetworkManagerStub::AddLocalPlayerByUserIndex( int userIndex )
{
NotifyPlayerJoined(m_pIQNet->GetLocalPlayerByUserIndex(userIndex));
return ( m_pIQNet->AddLocalPlayerByUserIndex(userIndex) == S_OK );
}
bool CPlatformNetworkManagerStub::RemoveLocalPlayerByUserIndex( int userIndex )
{
return true;
}
bool CPlatformNetworkManagerStub::IsInStatsEnabledSession()
{
return true;
}
bool CPlatformNetworkManagerStub::SessionHasSpace(unsigned int spaceRequired /*= 1*/)
{
return true;
}
void CPlatformNetworkManagerStub::SendInviteGUI(int quadrant)
{
}
bool CPlatformNetworkManagerStub::IsAddingPlayer()
{
return false;
}
bool CPlatformNetworkManagerStub::LeaveGame(bool bMigrateHost)
{
if( m_bLeavingGame ) return true;
m_bLeavingGame = true;
#ifdef _WINDOWS64
WinsockNetLayer::StopAdvertising();
#endif
// 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();
}
else
{
m_pIQNet->EndGame();
}
for (auto & it : currentNetworkPlayers)
delete it;
currentNetworkPlayers.clear();
m_machineQNetPrimaryPlayers.clear();
SystemFlagReset();
#ifdef _WINDOWS64
WinsockNetLayer::Shutdown();
WinsockNetLayer::Initialize();
#endif
return true;
}
bool CPlatformNetworkManagerStub::_LeaveGame(bool bMigrateHost, bool bLeaveRoom)
{
return true;
}
void CPlatformNetworkManagerStub::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() );
m_bLeavingGame = false;
m_pIQNet->HostGame();
#ifdef _WINDOWS64
IQNet::m_player[0].m_smallId = 0;
IQNet::m_player[0].m_isRemote = false;
// world host is pinned to legacy host XUID to keep old player data compatibility.
IQNet::m_player[0].m_isHostPlayer = true;
IQNet::m_player[0].m_resolvedXuid = Win64Xuid::GetLegacyEmbeddedHostXuid();
IQNet::s_playerCount = 1;
#endif
_HostGame( localUsersMask, publicSlots, privateSlots );
#ifdef _WINDOWS64
int port = WIN64_NET_DEFAULT_PORT;
const char* bindIp = NULL;
if (g_Win64DedicatedServer)
{
if (g_Win64DedicatedServerPort > 0)
port = g_Win64DedicatedServerPort;
if (g_Win64DedicatedServerBindIP[0] != 0)
bindIp = g_Win64DedicatedServerBindIP;
}
if (!WinsockNetLayer::IsActive())
WinsockNetLayer::HostGame(port, bindIp);
if (WinsockNetLayer::IsActive())
{
const wchar_t* hostName = IQNet::m_player[0].m_gamertag;
unsigned int settings = app.GetGameHostOption(eGameHostOption_All);
WinsockNetLayer::StartAdvertising(port, hostName, settings, 0, 0, MINECRAFT_NET_VERSION);
}
#endif
//#endif
}
void CPlatformNetworkManagerStub::_HostGame(int usersMask, unsigned char publicSlots /*= MINECRAFT_NET_MAX_PLAYERS*/, unsigned char privateSlots /*= 0*/)
{
}
bool CPlatformNetworkManagerStub::_StartGame()
{
return true;
}
int CPlatformNetworkManagerStub::JoinGame(FriendSessionInfo* searchResult, int localUsersMask, int primaryUserIndex)
{
#ifdef _WINDOWS64
if (searchResult == NULL)
return CGameNetworkManager::JOINGAME_FAIL_GENERAL;
const char* hostIP = searchResult->data.hostIP;
int hostPort = searchResult->data.hostPort;
if (hostPort <= 0 || hostIP[0] == 0)
return CGameNetworkManager::JOINGAME_FAIL_GENERAL;
m_bLeavingGame = false;
IQNet::s_isHosting = false;
m_pIQNet->ClientJoinGame();
IQNet::m_player[0].m_smallId = 0;
IQNet::m_player[0].m_isRemote = true;
IQNet::m_player[0].m_isHostPlayer = true;
// Remote host still maps to legacy host XUID in mixed old/new sessions.
IQNet::m_player[0].m_resolvedXuid = Win64Xuid::GetLegacyEmbeddedHostXuid();
wcsncpy_s(IQNet::m_player[0].m_gamertag, 32, searchResult->data.hostName, _TRUNCATE);
WinsockNetLayer::StopDiscovery();
if (!WinsockNetLayer::JoinGame(hostIP, hostPort))
{
app.DebugPrintf("Win64 LAN: Failed to connect to %s:%d\n", hostIP, hostPort);
return CGameNetworkManager::JOINGAME_FAIL_GENERAL;
}
BYTE localSmallId = WinsockNetLayer::GetLocalSmallId();
IQNet::m_player[localSmallId].m_smallId = localSmallId;
IQNet::m_player[localSmallId].m_isRemote = false;
IQNet::m_player[localSmallId].m_isHostPlayer = false;
// Local non-host identity is the persistent uid.dat XUID.
IQNet::m_player[localSmallId].m_resolvedXuid = Win64Xuid::ResolvePersistentXuid();
Minecraft* pMinecraft = Minecraft::GetInstance();
wcscpy_s(IQNet::m_player[localSmallId].m_gamertag, 32, pMinecraft->user->name.c_str());
IQNet::s_playerCount = localSmallId + 1;
NotifyPlayerJoined(&IQNet::m_player[0]);
NotifyPlayerJoined(&IQNet::m_player[localSmallId]);
m_pGameNetworkManager->StateChange_AnyToStarting();
return CGameNetworkManager::JOINGAME_SUCCESS;
#else
return CGameNetworkManager::JOINGAME_SUCCESS;
#endif
}
bool CPlatformNetworkManagerStub::SetLocalGame(bool isLocal)
{
m_bIsOfflineGame = isLocal;
return true;
}
void CPlatformNetworkManagerStub::SetPrivateGame(bool isPrivate)
{
app.DebugPrintf("Setting as private game: %s\n", isPrivate ? "yes" : "no" );
m_bIsPrivateGame = isPrivate;
}
void CPlatformNetworkManagerStub::RegisterPlayerChangedCallback(int iPad, void (*callback)(void *callbackParam, INetworkPlayer *pPlayer, bool leaving), void *callbackParam)
{
playerChangedCallback[iPad] = callback;
playerChangedCallbackParam[iPad] = callbackParam;
}
void CPlatformNetworkManagerStub::UnRegisterPlayerChangedCallback(int iPad, void (*callback)(void *callbackParam, INetworkPlayer *pPlayer, bool leaving), void *callbackParam)
{
if(playerChangedCallbackParam[iPad] == callbackParam)
{
playerChangedCallback[iPad] = NULL;
playerChangedCallbackParam[iPad] = NULL;
}
}
void CPlatformNetworkManagerStub::HandleSignInChange()
{
return;
}
bool CPlatformNetworkManagerStub::_RunNetworkGame()
{
#ifdef _WINDOWS64
extern QNET_STATE _iQNetStubState;
_iQNetStubState = QNET_STATE_GAME_PLAY;
for (DWORD i = 0; i < IQNet::s_playerCount; i++)
{
if (IQNet::m_player[i].m_isRemote)
{
INetworkPlayer* pNetworkPlayer = getNetworkPlayer(&IQNet::m_player[i]);
if (pNetworkPlayer != NULL && pNetworkPlayer->GetSocket() != NULL)
{
Socket::addIncomingSocket(pNetworkPlayer->GetSocket());
}
}
}
#endif
return true;
}
void CPlatformNetworkManagerStub::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);
}
int CPlatformNetworkManagerStub::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 CPlatformNetworkManagerStub::RemoveLocalPlayer( INetworkPlayer *pNetworkPlayer )
{
return true;
}
CPlatformNetworkManagerStub::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;
this->m_smallId = (pNetworkPlayer && pNetworkPlayer->IsLocal()) ? 256 : (pNetworkPlayer ? (int)pNetworkPlayer->GetSmallId() : -1);
}
CPlatformNetworkManagerStub::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 CPlatformNetworkManagerStub::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 CPlatformNetworkManagerStub::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;
}
}
}
// Clear chunk flags for a system when they disconnect (by smallId). Call even when we don't find the player,
// so we always clear and the smallId can be reused without stale "chunk seen" state.
void CPlatformNetworkManagerStub::SystemFlagRemoveBySmallId(int smallId)
{
if (smallId < 0) return;
for (unsigned int i = 0; i < m_playerFlags.size(); i++)
{
if (m_playerFlags[i]->m_smallId == smallId)
{
delete m_playerFlags[i];
m_playerFlags[i] = m_playerFlags.back();
m_playerFlags.pop_back();
return;
}
}
}
void CPlatformNetworkManagerStub::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 CPlatformNetworkManagerStub::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 CPlatformNetworkManagerStub::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 CPlatformNetworkManagerStub::GatherStats()
{
return L"";
}
wstring CPlatformNetworkManagerStub::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,32*sizeof(WCHAR));
swprintf(stat, 32, L"%d: %d/", i, pQNetPlayer->GetCurrentRtt() );
stats.append(stat);
}
}
return stats;
}
void CPlatformNetworkManagerStub::TickSearch()
{
#ifdef _WINDOWS64
if (m_SessionsUpdatedCallback == NULL)
return;
static DWORD lastSearchTime = 0;
DWORD now = GetTickCount();
if (now - lastSearchTime < 2000)
return;
lastSearchTime = now;
SearchForGames();
#endif
}
void CPlatformNetworkManagerStub::SearchForGames()
{
#ifdef _WINDOWS64
std::vector<Win64LANSession> lanSessions = WinsockNetLayer::GetDiscoveredSessions();
//THEY GET DELETED HERE DAMMIT
for (size_t i = 0; i < friendsSessions[0].size(); i++)
delete friendsSessions[0][i];
friendsSessions[0].clear();
for (size_t i = 0; i < lanSessions.size(); i++)
{
FriendSessionInfo* info = new FriendSessionInfo();
size_t nameLen = wcslen(lanSessions[i].hostName);
info->displayLabel = new wchar_t[nameLen + 1];
wcscpy_s(info->displayLabel, nameLen + 1, lanSessions[i].hostName);
info->displayLabelLength = (unsigned char)nameLen;
info->displayLabelViewableStartIndex = 0;
info->data.netVersion = lanSessions[i].netVersion;
info->data.m_uiGameHostSettings = lanSessions[i].gameHostSettings;
info->data.texturePackParentId = lanSessions[i].texturePackParentId;
info->data.subTexturePackId = lanSessions[i].subTexturePackId;
info->data.isReadyToJoin = lanSessions[i].isJoinable;
info->data.isJoinable = lanSessions[i].isJoinable;
strncpy_s(info->data.hostIP, sizeof(info->data.hostIP), lanSessions[i].hostIP, _TRUNCATE);
info->data.hostPort = lanSessions[i].hostPort;
wcsncpy_s(info->data.hostName, XUSER_NAME_SIZE, lanSessions[i].hostName, _TRUNCATE);
info->data.playerCount = lanSessions[i].playerCount;
info->data.maxPlayers = lanSessions[i].maxPlayers;
info->sessionId = (SessionID)((uint64_t)inet_addr(lanSessions[i].hostIP) | ((uint64_t)lanSessions[i].hostPort << 32));
friendsSessions[0].push_back(info);
}
std::FILE* file = std::fopen("servers.txt", "r");
if (file) {
wstring wline;
int phase = 0;
string ip;
wstring port;
wstring name;
char buffer[512];
while (std::fgets(buffer, sizeof(buffer), file)) {
if (phase == 0) {
ip = buffer;
if (!ip.empty() && (ip.back() == '\n' || ip.back() == '\r'))
ip.pop_back();
phase = 1;
}
else if (phase == 1) {
wline = convStringToWstring(buffer);
port = wline;
phase = 2;
}
else if (phase == 2) {
wline = convStringToWstring(buffer);
name = wline;
phase = 0;
//THEY GET DELETED AFTER USE LIKE 30 LINES UP!!
FriendSessionInfo* info = new FriendSessionInfo();
wchar_t label[128];
wcsncpy_s(label, sizeof(label)/sizeof(wchar_t), name.c_str(), _TRUNCATE);
size_t nameLen = wcslen(label);
info->displayLabel = new wchar_t[nameLen+1];
wcscpy_s(info->displayLabel, nameLen + 1, label);
info->displayLabelLength = (unsigned char)nameLen;
info->displayLabelViewableStartIndex = 0;
info->data.isReadyToJoin = true;
info->data.isJoinable = true;
strncpy_s(info->data.hostIP, sizeof(info->data.hostIP), ip.c_str(), _TRUNCATE);
info->data.hostPort = stoi(port);
info->sessionId = (SessionID)(static_cast<uint64_t>(inet_addr(ip.c_str())) | (static_cast<uint64_t>(stoi(port)) << 32));
friendsSessions[0].push_back(info);
}
}
std::fclose(file);
}
m_searchResultsCount[0] = (int)friendsSessions[0].size();
if (m_SessionsUpdatedCallback != NULL)
m_SessionsUpdatedCallback(m_pSearchParam);
#endif
}
int CPlatformNetworkManagerStub::SearchForGamesThreadProc( void* lpParameter )
{
return 0;
}
void CPlatformNetworkManagerStub::SetSearchResultsReady(int resultCount)
{
m_bSearchResultsReady = true;
m_searchResultsCount[m_lastSearchPad] = resultCount;
}
vector<FriendSessionInfo *> *CPlatformNetworkManagerStub::GetSessionList(int iPad, int localPlayers, bool partyOnly)
{
vector<FriendSessionInfo*>* filteredList = new vector<FriendSessionInfo*>();
for (size_t i = 0; i < friendsSessions[0].size(); i++)
filteredList->push_back(friendsSessions[0][i]);
return filteredList;
}
bool CPlatformNetworkManagerStub::GetGameSessionInfo(int iPad, SessionID sessionId, FriendSessionInfo *foundSessionInfo)
{
return false;
}
void CPlatformNetworkManagerStub::SetSessionsUpdatedCallback( void (*SessionsUpdatedCallback)(LPVOID pParam), LPVOID pSearchParam )
{
m_SessionsUpdatedCallback = SessionsUpdatedCallback; m_pSearchParam = pSearchParam;
}
void CPlatformNetworkManagerStub::GetFullFriendSessionInfo( FriendSessionInfo *foundSession, void (* FriendSessionUpdatedFn)(bool success, void *pParam), void *pParam )
{
FriendSessionUpdatedFn(true, pParam);
}
void CPlatformNetworkManagerStub::ForceFriendsSessionRefresh()
{
app.DebugPrintf("Resetting friends session search data\n");
for(unsigned int i = 0; i < XUSER_MAX_COUNT; ++i)
{
m_searchResultsCount[i] = 0;
m_lastSearchStartTime[i] = 0;
delete m_pSearchResults[i];
m_pSearchResults[i] = NULL;
}
}
INetworkPlayer *CPlatformNetworkManagerStub::addNetworkPlayer(IQNetPlayer *pQNetPlayer)
{
NetworkPlayerXbox *pNetworkPlayer = new NetworkPlayerXbox(pQNetPlayer);
pQNetPlayer->SetCustomDataValue((ULONG_PTR)pNetworkPlayer);
currentNetworkPlayers.push_back( pNetworkPlayer );
return pNetworkPlayer;
}
void CPlatformNetworkManagerStub::removeNetworkPlayer(IQNetPlayer *pQNetPlayer)
{
INetworkPlayer *pNetworkPlayer = getNetworkPlayer(pQNetPlayer);
for (auto it = currentNetworkPlayers.begin(); it != currentNetworkPlayers.end(); it++)
{
if( *it == pNetworkPlayer )
{
currentNetworkPlayers.erase(it);
return;
}
}
}
INetworkPlayer *CPlatformNetworkManagerStub::getNetworkPlayer(IQNetPlayer *pQNetPlayer)
{
return pQNetPlayer ? (INetworkPlayer *)(pQNetPlayer->GetCustomDataValue()) : NULL;
}
INetworkPlayer *CPlatformNetworkManagerStub::GetLocalPlayerByUserIndex(int userIndex )
{
return getNetworkPlayer(m_pIQNet->GetLocalPlayerByUserIndex(userIndex));
}
INetworkPlayer *CPlatformNetworkManagerStub::GetPlayerByIndex(int playerIndex)
{
return getNetworkPlayer(m_pIQNet->GetPlayerByIndex(playerIndex));
}
INetworkPlayer * CPlatformNetworkManagerStub::GetPlayerByXuid(PlayerUID xuid)
{
return getNetworkPlayer( m_pIQNet->GetPlayerByXuid(xuid)) ;
}
INetworkPlayer * CPlatformNetworkManagerStub::GetPlayerBySmallId(unsigned char smallId)
{
return getNetworkPlayer(m_pIQNet->GetPlayerBySmallId(smallId));
}
INetworkPlayer *CPlatformNetworkManagerStub::GetHostPlayer()
{
return getNetworkPlayer(m_pIQNet->GetHostPlayer());
}
bool CPlatformNetworkManagerStub::IsHost()
{
return m_pIQNet->IsHost() && !m_bHostChanged;
}
bool CPlatformNetworkManagerStub::JoinGameFromInviteInfo( int userIndex, int userMask, const INVITE_INFO *pInviteInfo)
{
return ( m_pIQNet->JoinGameFromInviteInfo( userIndex, userMask, pInviteInfo ) == S_OK);
}
void CPlatformNetworkManagerStub::SetSessionTexturePackParentId( int id )
{
m_hostGameSessionData.texturePackParentId = id;
}
void CPlatformNetworkManagerStub::SetSessionSubTexturePackId( int id )
{
m_hostGameSessionData.subTexturePackId = id;
}
void CPlatformNetworkManagerStub::Notify(int ID, ULONG_PTR Param)
{
}
bool CPlatformNetworkManagerStub::IsInSession()
{
return m_pIQNet->GetState() != QNET_STATE_IDLE;
}
bool CPlatformNetworkManagerStub::IsInGameplay()
{
return m_pIQNet->GetState() == QNET_STATE_GAME_PLAY;
}
bool CPlatformNetworkManagerStub::IsReadyToPlayOrIdle()
{
return true;
}