Files
MinecraftConsoles/Minecraft.Client/Common/Network/Sony/PlatformNetworkManagerSony.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

1461 lines
44 KiB
C++

#include "stdafx.h"
#include "..\..\..\Minecraft.World\Socket.h"
#include "..\..\..\Minecraft.World\StringHelpers.h"
#include "PlatformNetworkManagerSony.h"
#include "NetworkPlayerSony.h"
#include "..\..\Common\Network\GameNetworkManager.h"
CPlatformNetworkManagerSony *g_pPlatformNetworkManager;
bool CPlatformNetworkManagerSony::IsLocalGame()
{
return m_bIsOfflineGame;
}
bool CPlatformNetworkManagerSony::IsPrivateGame()
{
return m_bIsPrivateGame;
}
bool CPlatformNetworkManagerSony::IsLeavingGame()
{
return m_bLeavingGame;
}
void CPlatformNetworkManagerSony::ResetLeavingGame()
{
m_bLeavingGame = false;
}
void CPlatformNetworkManagerSony::HandleStateChange(SQRNetworkManager::eSQRNetworkManagerState oldState, SQRNetworkManager::eSQRNetworkManagerState newState, bool idleReasonIsSessionFull)
{
static const char * c_apszStateNames[] =
{
"SNM_STATE_INITIALISING",
"SNM_STATE_INITIALISE_FAILED",
"SNM_STATE_IDLE",
"SNM_STATE_HOSTING",
"SNM_STATE_JOINING",
"SNM_STATE_STARTING",
"SNM_STATE_PLAYING",
"SNM_STATE_LEAVING",
"SNM_STATE_ENDING",
};
app.DebugPrintf( "Network State: %s ==> %s\n",
c_apszStateNames[ oldState ],
c_apszStateNames[ newState ] );
if( newState == SQRNetworkManager::SNM_STATE_HOSTING )
{
m_bLeavingGame = false;
m_bLeaveGameOnTick = false;
m_bHostChanged = false;
g_NetworkManager.StateChange_AnyToHosting();
}
else if( newState == SQRNetworkManager::SNM_STATE_JOINING )
{
// 4J Stu - We may be accepting an invite from the DLC menu, so hide the icon
#if defined __ORBIS__ || defined __PSVITA__
app.GetCommerce()->HidePsStoreIcon();
#endif
m_bLeavingGame = false;
m_bLeaveGameOnTick = false;
m_bHostChanged = false;
g_NetworkManager.StateChange_AnyToJoining();
}
else if( newState == SQRNetworkManager::SNM_STATE_IDLE && oldState == SQRNetworkManager::SNM_STATE_JOINING )
{
if( idleReasonIsSessionFull )
{
g_NetworkManager.StateChange_JoiningToIdle(JOIN_FAILED_SERVER_FULL);
}
else
{
g_NetworkManager.StateChange_JoiningToIdle(JOIN_FAILED_NONSPECIFIC);
}
}
else if( newState == SQRNetworkManager::SNM_STATE_IDLE && oldState == SQRNetworkManager::SNM_STATE_HOSTING )
{
m_bLeavingGame = true;
}
else if( newState == SQRNetworkManager::SNM_STATE_STARTING )
{
m_lastPlayerEventTimeStart = app.getAppTime();
g_NetworkManager.StateChange_AnyToStarting();
}
// 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.
// 4J Stu - If the client joins just as the host is exiting, then they can skip to leaving without passing through ending
else if( newState == SQRNetworkManager::SNM_STATE_ENDING )
{
g_NetworkManager.StateChange_AnyToEnding( oldState == SQRNetworkManager::SNM_STATE_PLAYING );
// 4J-PB - Only the host can leave here - the clients will hang if m_bLeavingGame is set to true here
if( m_pSQRNet->IsHost() )
{
m_bLeavingGame = true;
}
}
if( newState == SQRNetworkManager::SNM_STATE_IDLE )
{
// On PS3, sometimes we're getting a SNM_STATE_ENDING transition to SNM_STATE_IDLE on joining, because the server context being deleted sets the state away from SNM_STATE_JOINING before we detect
// the cause for the disconnection. This means we don't pick up on the joining->idle transition. Set disconnection reason here too for this case.
if( idleReasonIsSessionFull )
{
app.SetDisconnectReason( DisconnectPacket::eDisconnect_ServerFull );
}
g_NetworkManager.StateChange_AnyToIdle();
}
}
void CPlatformNetworkManagerSony::HandleDataReceived(SQRNetworkPlayer *playerFrom, SQRNetworkPlayer *playerTo, unsigned char *data, unsigned int dataSize)
{
if(m_pSQRNet->GetState() == SQRNetworkManager::SNM_STATE_ENDING)
{
return;
}
if( playerTo->IsHost() )
{
// If we are the host we care who this came from
//app.DebugPrintf( "Pushing data into host read queue for user \"%ls\"\n", pPlayerFrom->GetGamertag());
// Push this data into the read queue for the player that sent it
INetworkPlayer *pPlayerFrom = getNetworkPlayer(playerFrom);
Socket *socket = pPlayerFrom->GetSocket();
if(socket != NULL)
socket->pushDataToQueue(data, dataSize, false);
}
else
{
// If we are not the host the message must have come from the host, so we care more about who it is addressed to
INetworkPlayer *pPlayerTo = getNetworkPlayer(playerTo);
Socket *socket = pPlayerTo->GetSocket();
//app.DebugPrintf( "Pushing data into read queue for user \"%ls\"\n", apPlayersTo[dwPlayer]->GetGamertag());
if(socket != NULL)
socket->pushDataToQueue(data, dataSize);
}
}
void CPlatformNetworkManagerSony::HandlePlayerJoined(SQRNetworkPlayer * pSQRPlayer)
{
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;
NetworkPlayerSony *networkPlayer = (NetworkPlayerSony *)addNetworkPlayer(pSQRPlayer);
if( pSQRPlayer->IsLocal() )
{
localPlayer = true;
if( pSQRPlayer->IsHost() )
{
pszDescription = "local host";
// 4J Stu - No socket for the localhost as it uses a special loopback queue
m_machineSQRPrimaryPlayers.push_back( pSQRPlayer );
}
else
{
pszDescription = "local";
// We need an inbound queue on all local players to receive data from the host
createFakeSocket = true;
}
}
else
{
if( pSQRPlayer->IsHost() )
{
pszDescription = "remote host";
}
else
{
pszDescription = "remote";
// If we are the host, then create a fake socket for every remote player
if( m_pSQRNet->IsHost() )
{
createFakeSocket = true;
}
}
if( m_pSQRNet->IsHost() && !m_bHostChanged )
{
// Do we already have a primary player for this system?
bool systemHasPrimaryPlayer = false;
for( SQRNetworkPlayer *pQNetPrimaryPlayer : m_machineSQRPrimaryPlayers )
{
if( pSQRPlayer->IsSameSystem(pQNetPrimaryPlayer) )
{
systemHasPrimaryPlayer = true;
break;
}
}
if( !systemHasPrimaryPlayer )
m_machineSQRPrimaryPlayers.push_back( pSQRPlayer );
}
}
g_NetworkManager.PlayerJoining( networkPlayer );
if( createFakeSocket == true && !m_bHostChanged )
{
g_NetworkManager.CreateSocket( networkPlayer, localPlayer );
}
#if 0
app.DebugPrintf( "Player 0x%p \"%ls\" joined; %s; voice %i; camera %i.\n",
pSQRPlayer,
pSQRPlayer->GetGamertag(),
pszDescription,
(int) pSQRPlayer->HasVoice(),
(int) pSQRPlayer->HasCamera() );
#endif
if( m_pSQRNet->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(true) // TODO m_pSQRNet->GetState() == QNET_STATE_GAME_PLAY)
{
int localPlayerCount = 0;
for(unsigned int idx = 0; idx < XUSER_MAX_COUNT; ++idx)
{
if( m_pSQRNet->GetLocalPlayerByUserIndex(idx) != NULL ) ++localPlayerCount;
}
float appTime = app.getAppTime();
// Only record stats for the primary player here
m_lastPlayerEventTimeStart = appTime;
}
}
void CPlatformNetworkManagerSony::HandlePlayerLeaving(SQRNetworkPlayer *pSQRPlayer)
{
//__debugbreak();
app.DebugPrintf( "Player 0x%p leaving.\n",
pSQRPlayer );
INetworkPlayer *networkPlayer = getNetworkPlayer(pSQRPlayer);
if( networkPlayer )
{
// Get our wrapper object associated with this player.
Socket *socket = networkPlayer->GetSocket();
if( socket != NULL )
{
// If we are in game then remove this player from the game as well.
// We may get here either from the player requesting to exit the game,
// in which case we they will already have left the game server, or from a disconnection
// where we then have to remove them from the game server
if( m_pSQRNet->IsHost() && !m_bHostChanged )
{
g_NetworkManager.CloseConnection(networkPlayer);
}
// Free the wrapper object memory.
// TODO 4J Stu - We may still be using this at the point that the player leaves the session.
// We need this as long as the game server still needs to communicate with the player
//delete socket;
networkPlayer->SetSocket( NULL );
}
if( m_pSQRNet->IsHost() && !m_bHostChanged )
{
if( isSystemPrimaryPlayer(pSQRPlayer) )
{
SQRNetworkPlayer *pNewSQRPrimaryPlayer = NULL;
for(unsigned int i = 0; i < m_pSQRNet->GetPlayerCount(); ++i )
{
SQRNetworkPlayer *pSQRPlayer2 = m_pSQRNet->GetPlayerByIndex( i );
if ( pSQRPlayer2 != NULL && pSQRPlayer2 != pSQRPlayer && pSQRPlayer2->IsSameSystem( pSQRPlayer ) )
{
pNewSQRPrimaryPlayer = pSQRPlayer2;
break;
}
}
auto it = find( m_machineSQRPrimaryPlayers.begin(), m_machineSQRPrimaryPlayers.end(), pSQRPlayer);
if( it != m_machineSQRPrimaryPlayers.end() )
{
m_machineSQRPrimaryPlayers.erase( it );
}
if( pNewSQRPrimaryPlayer != NULL )
m_machineSQRPrimaryPlayers.push_back( pNewSQRPrimaryPlayer );
}
g_NetworkManager.UpdateAndSetGameSessionData( networkPlayer );
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 );
}
if(m_pSQRNet->GetState() == SQRNetworkManager::SNM_STATE_PLAYING)
{
int localPlayerCount = 0;
for(unsigned int idx = 0; idx < XUSER_MAX_COUNT; ++idx)
{
if( m_pSQRNet->GetLocalPlayerByUserIndex(idx) != NULL ) ++localPlayerCount;
}
float appTime = app.getAppTime();
m_lastPlayerEventTimeStart = appTime;
}
removeNetworkPlayer(pSQRPlayer);
}
}
// Update our external data to match the current internal player slots, and resync back out (host only)
void CPlatformNetworkManagerSony::HandleResyncPlayerRequest(SQRNetworkPlayer **aPlayers)
{
m_hostGameSessionData.playerCount = 0;
for(int i = 0; i < SQRNetworkManager::MAX_ONLINE_PLAYER_COUNT; i++ )
{
if( aPlayers[i] )
{
m_hostGameSessionData.players[i] = aPlayers[i]->GetUID();
m_hostGameSessionData.playerCount++;
}
else
{
memset(&m_hostGameSessionData.players[i],0,sizeof(m_hostGameSessionData.players[i]));
}
}
m_pSQRNet->UpdateExternalRoomData();
}
void CPlatformNetworkManagerSony::HandleAddLocalPlayerFailed(int idx)
{
g_NetworkManager.AddLocalPlayerFailed(idx);
}
void CPlatformNetworkManagerSony::HandleDisconnect(bool bLostRoomOnly,bool bPSNSignOut)
{
g_NetworkManager.HandleDisconnect(bLostRoomOnly,bPSNSignOut);
}
void CPlatformNetworkManagerSony::HandleInviteReceived( int userIndex, const SQRNetworkManager::PresenceSyncInfo *pInviteInfo)
{
g_NetworkManager.GameInviteReceived( userIndex, pInviteInfo );
}
extern SQRNetworkManager *testSQRNetworkManager;
bool CPlatformNetworkManagerSony::Initialise(CGameNetworkManager *pGameNetworkManager, int flagIndexSize)
{
// Create a sony network manager, and go online
#ifdef __ORBIS__
m_pSQRNet = new SQRNetworkManager_Orbis(this);
m_pSQRNet->Initialise();
#elif defined __PS3__
m_pSQRNet = new SQRNetworkManager_PS3(this);
m_pSQRNet->Initialise();
#else // __PSVITA__
// m_pSQRNet = new SQRNetworkManager_Vita(this);
m_bUsingAdhocMode = false;
m_pSQRNet_Vita_Adhoc = new SQRNetworkManager_AdHoc_Vita(this);
m_pSQRNet_Vita = new SQRNetworkManager_Vita(this);
m_pSQRNet = m_pSQRNet_Vita;
// 4J-PB - seems we can't initialise both adhoc and psn comms - from Rohan - "having adhoc matching and matching2 library initialised together results in undesired behaviour", but probably having other parts initialised also is 'undesirable'
m_pSQRNet_Vita->Initialise();
if(ProfileManager.IsSignedInPSN(ProfileManager.GetPrimaryPad()))
{
// we're signed into the PSN, but we won't be online yet, force a sign-in online here
m_pSQRNet_Vita->AttemptPSNSignIn(NULL, NULL);
}
#endif
m_pGameNetworkManager = pGameNetworkManager;
m_flagIndexSize = flagIndexSize;
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_bLeaveRoomWhenLeavingGame = true;
m_bSearchPending = false;
m_bIsOfflineGame = false;
m_pSearchParam = NULL;
m_SessionsUpdatedCallback = NULL;
m_searchResultsCount = 0;
m_pSearchResults = NULL;
m_lastSearchStartTime = 0;
// Success!
return true;
}
void CPlatformNetworkManagerSony::Terminate()
{
m_pSQRNet->Terminate();
}
int CPlatformNetworkManagerSony::GetJoiningReadyPercentage()
{
return m_pSQRNet->GetJoiningReadyPercentage();
}
int CPlatformNetworkManagerSony::CorrectErrorIDS(int IDS)
{
// Attempts to remap the following messages to provide something that PS3 TCRs are happier with
//
// IDS_CONNECTION_LOST - "Connection lost"
// IDS_CONNECTION_FAILED - "Connection failed"
// IDS_CONNECTION_LOST_LIVE - "Connection to "PSN" was lost. Exiting to the main menu."
// IDS_CONNECTION_LOST_LIVE_NO_EXIT - "Connection to "PSN" was lost."
// IDS_CONNECTION_LOST_SERVER - "Connection to the server was lost. Exiting to the main menu."
//
// Map to:
//
// IDS_ERROR_NETWORK - "A network error has occurred"
// IDS_ERROR_NETWORK_TITLE - "Network Error"
// IDS_ERROR_NETWORK_EXIT - "A network error has occurred. Exiting to Main Menu."
// IDS_ERROR_PSN_SIGN_OUT - You have been signed out from the "PSN".
// IDS_ERROR_PSN_SIGN_OUT_EXIT - You have been signed out from the "PSN". Exiting to Main Menu
// Determine if we'd prefer to present errors as a signing out issue, rather than a network issue, based on whether we have a network connection at all or not
bool preferSignoutError = false;
int state;
#if defined __PSVITA__ // MGH - to fix devtrack #6258
if(!ProfileManager.IsSignedInPSN(ProfileManager.GetPrimaryPad()))
preferSignoutError = true;
#elif defined __ORBIS__
if(!ProfileManager.isSignedInPSN(ProfileManager.GetPrimaryPad()))
preferSignoutError = true;
#elif defined __PS3__
int ret = cellNetCtlGetState( &state );
int IPObtainedState = CELL_NET_CTL_STATE_IPObtained;
if( ret == 0 )
{
if( state == IPObtainedState )
{
preferSignoutError = true;
}
}
#endif
#ifdef __PSVITA__
// If we're in ad-hoc mode this problem definitely wasn't PSN related
if (usingAdhocMode()) preferSignoutError = false;
#endif
// If we're the host we haven't lost connection to the server
if (IDS == IDS_CONNECTION_LOST_SERVER && g_NetworkManager.IsHost())
{
IDS = IDS_CONNECTION_LOST_LIVE;
}
switch(IDS)
{
case IDS_CONNECTION_LOST:
case IDS_CONNECTION_FAILED:
return IDS_ERROR_NETWORK_TITLE;
case IDS_CONNECTION_LOST_LIVE:
if( preferSignoutError )
{
return IDS_ERROR_PSN_SIGN_OUT_EXIT;
}
else
{
return IDS_ERROR_NETWORK_EXIT;
}
case IDS_CONNECTION_LOST_LIVE_NO_EXIT:
if( preferSignoutError )
{
return IDS_ERROR_PSN_SIGN_OUT;
}
else
{
return IDS_ERROR_NETWORK_TITLE;
}
break;
#ifdef __PSVITA__
case IDS_CONNECTION_LOST_SERVER:
if(preferSignoutError)
{
if(ProfileManager.IsSignedInPSN(ProfileManager.GetPrimaryPad()) == false)
return IDS_ERROR_PSN_SIGN_OUT_EXIT;
}
#endif
default:
return IDS;
}
}
bool CPlatformNetworkManagerSony::isSystemPrimaryPlayer(SQRNetworkPlayer *pSQRPlayer)
{
bool playerIsSystemPrimary = false;
for( SQRNetworkPlayer *pSQRPrimaryPlayer : m_machineSQRPrimaryPlayers )
{
if( pSQRPrimaryPlayer == pSQRPlayer )
{
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 CPlatformNetworkManagerSony::DoWork()
{
#if 0
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();
#else
TickSearch();
if( m_bLeaveGameOnTick )
{
m_pSQRNet->LeaveRoom(m_bLeaveRoomWhenLeavingGame);
m_bLeaveGameOnTick = false;
}
m_pSQRNet->Tick();
#endif
}
int CPlatformNetworkManagerSony::GetPlayerCount()
{
return m_pSQRNet->GetPlayerCount();
}
bool CPlatformNetworkManagerSony::ShouldMessageForFullSession()
{
return false;
}
int CPlatformNetworkManagerSony::GetOnlinePlayerCount()
{
return m_pSQRNet->GetOnlinePlayerCount();
}
int CPlatformNetworkManagerSony::GetLocalPlayerMask(int playerIndex)
{
return 1 << playerIndex;
}
bool CPlatformNetworkManagerSony::AddLocalPlayerByUserIndex( int userIndex )
{
return m_pSQRNet->AddLocalPlayerByUserIndex(userIndex);
}
bool CPlatformNetworkManagerSony::RemoveLocalPlayerByUserIndex( int userIndex )
{
SQRNetworkPlayer *pSQRPlayer = m_pSQRNet->GetLocalPlayerByUserIndex(userIndex);
INetworkPlayer *pNetworkPlayer = getNetworkPlayer(pSQRPlayer);
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(&CPlatformNetworkManagerSony::RemovePlayerOnSocketClosedThreadProc, pNetworkPlayer, "RemovePlayerOnSocketClosed");
thread->SetProcessor( CPU_CORE_REMOVE_PLAYER );
thread->Run();
}
else
{
// Safe to remove the player straight away
return m_pSQRNet->RemoveLocalPlayerByUserIndex(userIndex);
}
}
return true;
}
bool CPlatformNetworkManagerSony::IsInStatsEnabledSession()
{
#if 0
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;
#endif
return true;
}
bool CPlatformNetworkManagerSony::SessionHasSpace(unsigned int spaceRequired /*= 1*/)
{
return m_pSQRNet->SessionHasSpace(spaceRequired);
#if 0
// 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;
#else
return true;
#endif
}
void CPlatformNetworkManagerSony::SendInviteGUI(int quadrant)
{
m_pSQRNet->SendInviteGUI();
}
bool CPlatformNetworkManagerSony::IsAddingPlayer()
{
return false;
}
bool CPlatformNetworkManagerSony::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
SQRNetworkPlayer *pSQRPlayer = m_pSQRNet->GetLocalPlayerByUserIndex(g_NetworkManager.GetPrimaryPad());
INetworkPlayer *pNetworkPlayer = getNetworkPlayer(pSQRPlayer);
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
pSQRPlayer = m_pSQRNet->GetLocalPlayerByUserIndex(g_NetworkManager.GetPrimaryPad());
pNetworkPlayer = getNetworkPlayer(pSQRPlayer);
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_pSQRNet->IsHost() && g_NetworkManager.ServerStoppedValid())
{
m_pSQRNet->EndGame();
g_NetworkManager.ServerStoppedWait();
g_NetworkManager.ServerStoppedDestroy();
}
return _LeaveGame(bMigrateHost, true);
}
bool CPlatformNetworkManagerSony::_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_bLeavingGame = true; // Added for Sony platforms but unsure why the 360 doesn't need it - without this, the leaving triggered by this causes the game to respond by leaving again when it transitions to the SNM_STATE_ENDING state
m_bLeaveRoomWhenLeavingGame = bLeaveRoom;
m_bLeaveGameOnTick = true;
m_migrateHostOnLeave = bMigrateHost;
return true;
}
void CPlatformNetworkManagerSony::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 CPlatformNetworkManagerSony::_HostGame(int usersMask, unsigned char publicSlots /*= MINECRAFT_NET_MAX_PLAYERS*/, unsigned char privateSlots /*= 0*/)
{
// Start hosting a new game
memset(&m_hostGameSessionData,0,sizeof(m_hostGameSessionData));
m_hostGameSessionData.netVersion = MINECRAFT_NET_VERSION;
m_hostGameSessionData.isJoinable = !IsPrivateGame();
m_hostGameSessionData.isReadyToJoin = false;
m_hostGameSessionData.playerCount = 0;
m_hostGameSessionData.m_uiGameHostSettings = app.GetGameHostOption(eGameHostOption_All);
for( int i = 0; i < SQRNetworkManager::MAX_LOCAL_PLAYER_COUNT; i++ )
{
if( usersMask & ( 1 << i ) )
{
m_hostGameSessionData.playerCount++;
}
}
m_pSQRNet->CreateAndJoinRoom(g_NetworkManager.GetPrimaryPad(),usersMask, &m_hostGameSessionData, sizeof(m_hostGameSessionData), IsLocalGame()); // Should be using: g_NetworkManager.GetLockedProfile() but that isn't being set currently
}
bool CPlatformNetworkManagerSony::_StartGame()
{
#if 0
// 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 );
#else
m_pSQRNet->StartGame();
return true;
#endif
}
int CPlatformNetworkManagerSony::JoinGame(FriendSessionInfo *searchResult, int localUsersMask, int primaryUserIndex)
{
int joinPlayerCount = 0;
for( int i = 0; i < SQRNetworkManager::MAX_LOCAL_PLAYER_COUNT; i++ )
{
if( localUsersMask & ( 1 << i ) )
{
joinPlayerCount++;
}
}
GameSessionData *gameSession = (GameSessionData *)(&searchResult->data);
if( ( gameSession->playerCount + joinPlayerCount ) > SQRNetworkManager::MAX_ONLINE_PLAYER_COUNT )
{
return CGameNetworkManager::JOINGAME_FAIL_SERVER_FULL;
}
if( m_pSQRNet->JoinRoom(&searchResult->searchResult, localUsersMask) )
{
return CGameNetworkManager::JOINGAME_SUCCESS;
}
else
{
return CGameNetworkManager::JOINGAME_FAIL_GENERAL;
}
}
bool CPlatformNetworkManagerSony::SetLocalGame(bool isLocal)
{
if( m_pSQRNet->GetState() == SQRNetworkManager::SNM_STATE_IDLE)
{
#if 0
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);
#endif
m_bIsOfflineGame = isLocal;
app.DebugPrintf("Setting as local game: %s\n", isLocal ? "yes" : "no" );
}
else
{
app.DebugPrintf("Tried to change session type while not in idle or offline state\n");
}
return true;
}
void CPlatformNetworkManagerSony::SetPrivateGame(bool isPrivate)
{
app.DebugPrintf("Setting as private game: %s\n", isPrivate ? "yes" : "no" );
m_bIsPrivateGame = isPrivate;
}
void CPlatformNetworkManagerSony::RegisterPlayerChangedCallback(int iPad, void (*callback)(void *callbackParam, INetworkPlayer *pPlayer, bool leaving), void *callbackParam)
{
playerChangedCallback[iPad] = callback;
playerChangedCallbackParam[iPad] = callbackParam;
}
void CPlatformNetworkManagerSony::UnRegisterPlayerChangedCallback(int iPad, void (*callback)(void *callbackParam, INetworkPlayer *pPlayer, bool leaving), void *callbackParam)
{
if(playerChangedCallbackParam[iPad] == callbackParam)
{
playerChangedCallback[iPad] = NULL;
playerChangedCallbackParam[iPad] = NULL;
}
}
void CPlatformNetworkManagerSony::HandleSignInChange()
{
return;
}
bool CPlatformNetworkManagerSony::_RunNetworkGame()
{
#if 0
// 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 );
#endif
if( IsHost() )
{
m_pSQRNet->StartGame();
m_hostGameSessionData.isReadyToJoin = true;
m_pSQRNet->UpdateExternalRoomData();
m_pSQRNet->SetPresenceDataStartHostingGame();
}
return true;
}
// Note that this does less than the xbox equivalent as we have HandleResyncPlayerRequest that is called by the underlying SQRNetworkManager when players are added/removed etc., so this
// call is only used to update the game host settings & then do the final push out of the data.
void CPlatformNetworkManagerSony::UpdateAndSetGameSessionData(INetworkPlayer *pNetworkPlayerLeaving /*= NULL*/)
{
if( this->m_bLeavingGame )
return;
m_hostGameSessionData.hostPlayerUID = GetHostPlayer()->GetUID();
#ifdef __PSVITA__
if(usingAdhocMode())
{
m_hostGameSessionData.hostPlayerUID.setForAdhoc();
}
#endif
m_hostGameSessionData.m_uiGameHostSettings = app.GetGameHostOption(eGameHostOption_All);
// If this is called With a pNetworkPlayerLeaving, then the call has ultimately started within SQRNetworkManager::RemoveRemotePlayersAndSync, so we don't need to sync each change
// as that function does a sync at the end of all changes.
if( pNetworkPlayerLeaving == NULL )
{
m_pSQRNet->UpdateExternalRoomData();
}
}
int CPlatformNetworkManagerSony::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 CPlatformNetworkManagerSony::RemoveLocalPlayer( INetworkPlayer *pNetworkPlayer )
{
if( pNetworkPlayer->IsLocal() )
{
return m_pSQRNet->RemoveLocalPlayerByUserIndex( pNetworkPlayer->GetUserIndex() );
}
return true;
}
CPlatformNetworkManagerSony::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;
}
CPlatformNetworkManagerSony::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 CPlatformNetworkManagerSony::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 CPlatformNetworkManagerSony::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 CPlatformNetworkManagerSony::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 CPlatformNetworkManagerSony::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 CPlatformNetworkManagerSony::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 CPlatformNetworkManagerSony::GatherStats()
{
#if 0
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 ) );
#else
return L"";
#endif
}
wstring CPlatformNetworkManagerSony::GatherRTTStats()
{
#if 0
wstring stats(L"Rtt: ");
wchar_t stat[32];
for(unsigned int i = 0; i < GetPlayerCount(); ++i)
{
SQRNetworkPlayer *pSQRPlayer = ((NetworkPlayerXbox *)GetPlayerByIndex( i ))->GetQNetPlayer();
if(!pSQRPlayer->IsLocal())
{
ZeroMemory(stat,32);
swprintf(stat, 32, L"%d: %d/", i, pSQRPlayer->GetCurrentRtt() );
stats.append(stat);
}
}
return stats;
#else
return L"";
#endif
}
void CPlatformNetworkManagerSony::TickSearch()
{
if( m_bSearchPending )
{
if( !m_pSQRNet->FriendRoomManagerIsBusy() )
{
m_searchResultsCount = m_pSQRNet->FriendRoomManagerGetCount();
delete m_pSearchResults;
m_pSearchResults = new SQRNetworkManager::SessionSearchResult[m_searchResultsCount];
for( int i = 0; i < m_searchResultsCount; i++ )
{
m_pSQRNet->FriendRoomManagerGetRoomInfo(i, &m_pSearchResults[i] );
}
m_bSearchPending = false;
if( m_SessionsUpdatedCallback != NULL ) m_SessionsUpdatedCallback(m_pSearchParam);
}
}
else
{
if( !m_pSQRNet->FriendRoomManagerIsBusy() )
{
// Don't start searches unless we have registered a callback
int searchDelay = MINECRAFT_PS3ROOM_SEARCH_DELAY_MILLISECONDS;
#ifdef __PSVITA__
// in adhoc mode we can keep searching, as the friend list is populated in callbacks
// 4J Stu - Every second seems a bit much as it makes the friend list flash every time it updates. Changed this to 5 seconds.
if( usingAdhocMode())
searchDelay = 5000;
#endif
if( m_SessionsUpdatedCallback != NULL && (m_lastSearchStartTime + searchDelay) < GetTickCount() )
{
if( m_pSQRNet->FriendRoomManagerSearch() )
{
m_bSearchPending = true;
m_lastSearchStartTime = GetTickCount();
}
}
}
}
}
vector<FriendSessionInfo *> *CPlatformNetworkManagerSony::GetSessionList(int iPad, int localPlayers, bool partyOnly)
{
vector<FriendSessionInfo *> *filteredList = new vector<FriendSessionInfo *>();
for( int i = 0; i < m_searchResultsCount; i++ )
{
if( m_pSearchResults[i].m_extData )
{
FriendSessionInfo *newInfo = new FriendSessionInfo();
newInfo->displayLabel = new wchar_t[17];
ZeroMemory(newInfo->displayLabel, sizeof(wchar_t)*17);
// TODO - this mbstowcs shouldn't encounter any non-ascii characters, but I imagine we'll want to actually use the online name here which is UTF-8
mbstowcs(newInfo->displayLabel, m_pSearchResults[i].m_NpId.handle.data, 17);
newInfo->displayLabelLength = strlen(m_pSearchResults[i].m_NpId.handle.data);
newInfo->hasPartyMember = false;
newInfo->searchResult = m_pSearchResults[i];
newInfo->sessionId = m_pSearchResults[i].m_sessionId;
memcpy(&newInfo->data, m_pSearchResults[i].m_extData, sizeof(GameSessionData));
if( ( newInfo->data.isReadyToJoin ) &&
( newInfo->data.isJoinable ) &&
( newInfo->data.netVersion == MINECRAFT_NET_VERSION ) )
{
filteredList->push_back(newInfo);
}
else
{
delete newInfo;
}
}
}
return filteredList;
}
bool CPlatformNetworkManagerSony::GetGameSessionInfo(int iPad, SessionID sessionId, FriendSessionInfo *foundSessionInfo)
{
#if 0
HRESULT hr = E_FAIL;
const XSESSION_SEARCHRESULT *pSearchResult;
const XNQOSINFO * pxnqi;
if( m_currentSearchResultsCount[iPad] > 0 )
{
// Loop through all the results.
for( DWORD dwResult = 0; dwResult < m_currentSearchResultsCount[iPad]; dwResult++ )
{
pSearchResult = &m_pCurrentSearchResults[iPad]->pResults[dwResult];
if(memcmp( &pSearchResult->info.sessionID, &sessionId, sizeof(SessionID) ) != 0) continue;
bool foundSession = false;
FriendSessionInfo *sessionInfo = NULL;
auto itFriendSession = friendsSessions[iPad].begin();
for(itFriendSession = friendsSessions[iPad].begin(); itFriendSession < friendsSessions[iPad].end(); ++itFriendSession)
{
sessionInfo = *itFriendSession;
if(memcmp( &pSearchResult->info.sessionID, &sessionInfo->sessionId, sizeof(SessionID) ) == 0)
{
sessionInfo->searchResult = *pSearchResult;
sessionInfo->displayLabel = new wchar_t[100];
ZeroMemory( sessionInfo->displayLabel, 100 * sizeof(wchar_t) );
foundSession = true;
break;
}
}
// We received a search result for a session no longer in our list of friends sessions
if(!foundSession) break;
// See if this result was contacted successfully via QoS probes.
pxnqi = &m_pCurrentQoSResult[iPad]->axnqosinfo[dwResult];
if( pxnqi->bFlags & XNET_XNQOSINFO_TARGET_CONTACTED )
{
if(pxnqi->cbData > 0)
{
sessionInfo->data = *(GameSessionData *)pxnqi->pbData;
wstring gamerName = convStringToWstring(sessionInfo->data.hostName);
swprintf(sessionInfo->displayLabel,app.GetString(IDS_GAME_HOST_NAME),L"MWWWWWWWWWWWWWWM");// gamerName.c_str() );
}
else
{
swprintf(sessionInfo->displayLabel,app.GetString(IDS_GAME_HOST_NAME_UNKNOWN));
}
sessionInfo->displayLabelLength = wcslen( sessionInfo->displayLabel );
// If this host wasn't disabled use this one.
if( !( pxnqi->bFlags & XNET_XNQOSINFO_TARGET_DISABLED ) &&
sessionInfo->data.netVersion == MINECRAFT_NET_VERSION &&
sessionInfo->data.isJoinable)
{
foundSessionInfo->data = sessionInfo->data;
if(foundSessionInfo->displayLabel != NULL) delete [] foundSessionInfo->displayLabel;
foundSessionInfo->displayLabel = new wchar_t[100];
memcpy(foundSessionInfo->displayLabel, sessionInfo->displayLabel, 100 * sizeof(wchar_t) );
foundSessionInfo->displayLabelLength = sessionInfo->displayLabelLength;
foundSessionInfo->hasPartyMember = sessionInfo->hasPartyMember;
foundSessionInfo->searchResult = sessionInfo->searchResult;
foundSessionInfo->sessionId = sessionInfo->sessionId;
hr = S_OK;
}
}
}
}
return ( hr == S_OK );
#else
return false;
#endif
}
void CPlatformNetworkManagerSony::SetSessionsUpdatedCallback( void (*SessionsUpdatedCallback)(LPVOID pParam), LPVOID pSearchParam )
{
m_SessionsUpdatedCallback = SessionsUpdatedCallback; m_pSearchParam = pSearchParam;
}
void CPlatformNetworkManagerSony::GetFullFriendSessionInfo( FriendSessionInfo *foundSession, void (* FriendSessionUpdatedFn)(bool success, void *pParam), void *pParam )
{
m_pSQRNet->GetExtDataForRoom( foundSession->sessionId.m_RoomId, &foundSession->data, FriendSessionUpdatedFn, pParam);
}
void CPlatformNetworkManagerSony::ForceFriendsSessionRefresh()
{
app.DebugPrintf("Resetting friends session search data\n");
m_lastSearchStartTime = 0;
m_searchResultsCount = 0;
delete m_pSearchResults;
m_pSearchResults = NULL;
}
INetworkPlayer *CPlatformNetworkManagerSony::addNetworkPlayer(SQRNetworkPlayer *pSQRPlayer)
{
NetworkPlayerSony *pNetworkPlayer = new NetworkPlayerSony(pSQRPlayer);
pSQRPlayer->SetCustomDataValue((ULONG_PTR)pNetworkPlayer);
currentNetworkPlayers.push_back( pNetworkPlayer );
return pNetworkPlayer;
}
void CPlatformNetworkManagerSony::removeNetworkPlayer(SQRNetworkPlayer *pSQRPlayer)
{
INetworkPlayer *pNetworkPlayer = getNetworkPlayer(pSQRPlayer);
for( auto it = currentNetworkPlayers.begin(); it != currentNetworkPlayers.end(); it++ )
{
if( *it == pNetworkPlayer )
{
currentNetworkPlayers.erase(it);
return;
}
}
}
INetworkPlayer *CPlatformNetworkManagerSony::getNetworkPlayer(SQRNetworkPlayer *pSQRPlayer)
{
return pSQRPlayer ? (INetworkPlayer *)(pSQRPlayer->GetCustomDataValue()) : NULL;
}
INetworkPlayer *CPlatformNetworkManagerSony::GetLocalPlayerByUserIndex(int userIndex )
{
return getNetworkPlayer(m_pSQRNet->GetLocalPlayerByUserIndex(userIndex));
}
INetworkPlayer *CPlatformNetworkManagerSony::GetPlayerByIndex(int playerIndex)
{
return getNetworkPlayer(m_pSQRNet->GetPlayerByIndex(playerIndex));
}
INetworkPlayer * CPlatformNetworkManagerSony::GetPlayerByXuid(PlayerUID xuid)
{
return getNetworkPlayer(m_pSQRNet->GetPlayerByXuid(xuid));
}
INetworkPlayer * CPlatformNetworkManagerSony::GetPlayerBySmallId(unsigned char smallId)
{
return getNetworkPlayer(m_pSQRNet->GetPlayerBySmallId(smallId));
}
INetworkPlayer *CPlatformNetworkManagerSony::GetHostPlayer()
{
return getNetworkPlayer(m_pSQRNet->GetHostPlayer());
}
bool CPlatformNetworkManagerSony::IsHost()
{
return m_pSQRNet->IsHost() && !m_bHostChanged;
}
bool CPlatformNetworkManagerSony::JoinGameFromInviteInfo( int userIndex, int userMask, const INVITE_INFO *pInviteInfo)
{
return m_pSQRNet->JoinRoom( pInviteInfo->m_RoomId, pInviteInfo->m_ServerId, userMask, pInviteInfo );
}
void CPlatformNetworkManagerSony::SetSessionTexturePackParentId( int id )
{
m_hostGameSessionData.texturePackParentId = id;
}
void CPlatformNetworkManagerSony::SetSessionSubTexturePackId( int id )
{
m_hostGameSessionData.subTexturePackId = id;
}
void CPlatformNetworkManagerSony::Notify(int ID, ULONG_PTR Param)
{
#if 0
m_pSQRNet->Notify( ID, Param );
#endif
}
bool CPlatformNetworkManagerSony::IsInSession()
{
return m_pSQRNet->IsInSession();
}
bool CPlatformNetworkManagerSony::IsInGameplay()
{
return m_pSQRNet->GetState() == SQRNetworkManager::SNM_STATE_PLAYING;
}
bool CPlatformNetworkManagerSony::IsReadyToPlayOrIdle()
{
return m_pSQRNet->IsReadyToPlayOrIdle();
}
void CPlatformNetworkManagerSony::SetSQRPresenceInfoFromExtData(SQRNetworkManager::PresenceSyncInfo *presence, void *pExtData, SceNpMatching2RoomId roomId, SceNpMatching2ServerId serverId)
{
GameSessionData *gsd = (GameSessionData *)pExtData;
memcpy(&presence->hostPlayerUID, &gsd->hostPlayerUID, sizeof(GameSessionUID) );
presence->m_RoomId = roomId;
presence->m_ServerId = serverId;
presence->texturePackParentId = gsd->texturePackParentId;
presence->subTexturePackId = gsd->subTexturePackId;
presence->netVersion = gsd->netVersion;
presence->inviteOnly = !gsd->isJoinable;
}
void CPlatformNetworkManagerSony::MallocAndSetExtDataFromSQRPresenceInfo(void **pExtData, SQRNetworkManager::PresenceSyncInfo *presence)
{
GameSessionData *gsd = (GameSessionData *)malloc(sizeof(GameSessionData));
memset(gsd, 0, sizeof(GameSessionData));
if( presence->netVersion != 0 )
{
memcpy(&gsd->hostPlayerUID, &presence->hostPlayerUID, sizeof(GameSessionUID) );
gsd->texturePackParentId = presence->texturePackParentId;
gsd->subTexturePackId = presence->subTexturePackId;
gsd->netVersion = presence->netVersion;
gsd->isJoinable = !presence->inviteOnly;
gsd->isReadyToJoin = true;
}
*pExtData = gsd;
}
#ifdef __PSVITA__
bool CPlatformNetworkManagerSony::setAdhocMode( bool bAdhoc )
{
if(m_bUsingAdhocMode != bAdhoc)
{
m_bUsingAdhocMode = bAdhoc;
if(m_bUsingAdhocMode)
{
// uninit the PSN, and init adhoc
if(m_pSQRNet_Vita->IsInitialised())
{
m_pSQRNet_Vita->UnInitialise();
}
if(m_pSQRNet_Vita_Adhoc->IsInitialised()==false)
{
m_pSQRNet_Vita_Adhoc->Initialise();
}
m_pSQRNet = m_pSQRNet_Vita_Adhoc;
}
else
{
if(m_pSQRNet_Vita_Adhoc->IsInitialised())
{
int ret = sceNetCtlAdhocDisconnect();
// uninit the adhoc, and init psn
m_pSQRNet_Vita_Adhoc->UnInitialise();
}
if(m_pSQRNet_Vita->IsInitialised()==false)
{
m_pSQRNet_Vita->Initialise();
}
m_pSQRNet = m_pSQRNet_Vita;
}
}
return true;
}
void CPlatformNetworkManagerSony::startAdhocMatching( )
{
assert(m_pSQRNet == m_pSQRNet_Vita_Adhoc);
((SQRNetworkManager_AdHoc_Vita*)m_pSQRNet_Vita_Adhoc)->startMatching();
}
bool CPlatformNetworkManagerSony::checkValidInviteData(const INVITE_INFO* pInviteInfo)
{
SQRNetworkManager_Vita* pSQR = (SQRNetworkManager_Vita*)m_pSQRNet_Vita;
if(pSQR->IsOnlineGame() && !pSQR->IsHost()&& (pSQR->GetHostUID() == pInviteInfo->hostPlayerUID))
{
// we're trying to join a game we're already in, so we just ignore this
return false;
}
else
{
return true;
}
}
#endif // __PSVITA__