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.
1461 lines
44 KiB
C++
1461 lines
44 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 "PlatformNetworkManagerSony.h"
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#include "NetworkPlayerSony.h"
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#include "..\..\Common\Network\GameNetworkManager.h"
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CPlatformNetworkManagerSony *g_pPlatformNetworkManager;
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bool CPlatformNetworkManagerSony::IsLocalGame()
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{
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return m_bIsOfflineGame;
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}
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bool CPlatformNetworkManagerSony::IsPrivateGame()
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{
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return m_bIsPrivateGame;
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}
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bool CPlatformNetworkManagerSony::IsLeavingGame()
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{
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return m_bLeavingGame;
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}
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void CPlatformNetworkManagerSony::ResetLeavingGame()
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{
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m_bLeavingGame = false;
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}
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void CPlatformNetworkManagerSony::HandleStateChange(SQRNetworkManager::eSQRNetworkManagerState oldState, SQRNetworkManager::eSQRNetworkManagerState newState, bool idleReasonIsSessionFull)
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{
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static const char * c_apszStateNames[] =
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{
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"SNM_STATE_INITIALISING",
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"SNM_STATE_INITIALISE_FAILED",
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"SNM_STATE_IDLE",
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"SNM_STATE_HOSTING",
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"SNM_STATE_JOINING",
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"SNM_STATE_STARTING",
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"SNM_STATE_PLAYING",
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"SNM_STATE_LEAVING",
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"SNM_STATE_ENDING",
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};
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app.DebugPrintf( "Network State: %s ==> %s\n",
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c_apszStateNames[ oldState ],
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c_apszStateNames[ newState ] );
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if( newState == SQRNetworkManager::SNM_STATE_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 == SQRNetworkManager::SNM_STATE_JOINING )
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{
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// 4J Stu - We may be accepting an invite from the DLC menu, so hide the icon
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#if defined __ORBIS__ || defined __PSVITA__
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app.GetCommerce()->HidePsStoreIcon();
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#endif
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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 == SQRNetworkManager::SNM_STATE_IDLE && oldState == SQRNetworkManager::SNM_STATE_JOINING )
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{
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if( idleReasonIsSessionFull )
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{
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g_NetworkManager.StateChange_JoiningToIdle(JOIN_FAILED_SERVER_FULL);
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}
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else
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{
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g_NetworkManager.StateChange_JoiningToIdle(JOIN_FAILED_NONSPECIFIC);
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}
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}
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else if( newState == SQRNetworkManager::SNM_STATE_IDLE && oldState == SQRNetworkManager::SNM_STATE_HOSTING )
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{
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m_bLeavingGame = true;
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}
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else if( newState == SQRNetworkManager::SNM_STATE_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 == SQRNetworkManager::SNM_STATE_ENDING )
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{
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g_NetworkManager.StateChange_AnyToEnding( oldState == SQRNetworkManager::SNM_STATE_PLAYING );
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// 4J-PB - Only the host can leave here - the clients will hang if m_bLeavingGame is set to true here
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if( m_pSQRNet->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 == SQRNetworkManager::SNM_STATE_IDLE )
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{
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// 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
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// 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.
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if( idleReasonIsSessionFull )
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{
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app.SetDisconnectReason( DisconnectPacket::eDisconnect_ServerFull );
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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 CPlatformNetworkManagerSony::HandleDataReceived(SQRNetworkPlayer *playerFrom, SQRNetworkPlayer *playerTo, unsigned char *data, unsigned int dataSize)
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{
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if(m_pSQRNet->GetState() == SQRNetworkManager::SNM_STATE_ENDING)
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{
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return;
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}
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if( playerTo->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(playerFrom);
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Socket *socket = pPlayerFrom->GetSocket();
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if(socket != NULL)
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socket->pushDataToQueue(data, dataSize, 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(playerTo);
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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(data, dataSize);
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}
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}
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void CPlatformNetworkManagerSony::HandlePlayerJoined(SQRNetworkPlayer * pSQRPlayer)
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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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NetworkPlayerSony *networkPlayer = (NetworkPlayerSony *)addNetworkPlayer(pSQRPlayer);
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if( pSQRPlayer->IsLocal() )
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{
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localPlayer = true;
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if( pSQRPlayer->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_machineSQRPrimaryPlayers.push_back( pSQRPlayer );
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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( pSQRPlayer->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_pSQRNet->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_pSQRNet->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( SQRNetworkPlayer *pQNetPrimaryPlayer : m_machineSQRPrimaryPlayers )
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{
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if( pSQRPlayer->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_machineSQRPrimaryPlayers.push_back( pSQRPlayer );
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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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#if 0
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app.DebugPrintf( "Player 0x%p \"%ls\" joined; %s; voice %i; camera %i.\n",
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pSQRPlayer,
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pSQRPlayer->GetGamertag(),
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pszDescription,
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(int) pSQRPlayer->HasVoice(),
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(int) pSQRPlayer->HasCamera() );
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#endif
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if( m_pSQRNet->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(true) // TODO m_pSQRNet->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_pSQRNet->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 CPlatformNetworkManagerSony::HandlePlayerLeaving(SQRNetworkPlayer *pSQRPlayer)
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{
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//__debugbreak();
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app.DebugPrintf( "Player 0x%p leaving.\n",
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pSQRPlayer );
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INetworkPlayer *networkPlayer = getNetworkPlayer(pSQRPlayer);
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if( networkPlayer )
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{
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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_pSQRNet->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_pSQRNet->IsHost() && !m_bHostChanged )
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{
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if( isSystemPrimaryPlayer(pSQRPlayer) )
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{
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SQRNetworkPlayer *pNewSQRPrimaryPlayer = NULL;
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for(unsigned int i = 0; i < m_pSQRNet->GetPlayerCount(); ++i )
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{
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SQRNetworkPlayer *pSQRPlayer2 = m_pSQRNet->GetPlayerByIndex( i );
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if ( pSQRPlayer2 != NULL && pSQRPlayer2 != pSQRPlayer && pSQRPlayer2->IsSameSystem( pSQRPlayer ) )
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{
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pNewSQRPrimaryPlayer = pSQRPlayer2;
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break;
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}
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}
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auto it = find( m_machineSQRPrimaryPlayers.begin(), m_machineSQRPrimaryPlayers.end(), pSQRPlayer);
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if( it != m_machineSQRPrimaryPlayers.end() )
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{
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m_machineSQRPrimaryPlayers.erase( it );
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}
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if( pNewSQRPrimaryPlayer != NULL )
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m_machineSQRPrimaryPlayers.push_back( pNewSQRPrimaryPlayer );
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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_pSQRNet->GetState() == SQRNetworkManager::SNM_STATE_PLAYING)
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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_pSQRNet->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(pSQRPlayer);
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}
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}
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// Update our external data to match the current internal player slots, and resync back out (host only)
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void CPlatformNetworkManagerSony::HandleResyncPlayerRequest(SQRNetworkPlayer **aPlayers)
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{
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m_hostGameSessionData.playerCount = 0;
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for(int i = 0; i < SQRNetworkManager::MAX_ONLINE_PLAYER_COUNT; i++ )
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{
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if( aPlayers[i] )
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{
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m_hostGameSessionData.players[i] = aPlayers[i]->GetUID();
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m_hostGameSessionData.playerCount++;
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}
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else
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{
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memset(&m_hostGameSessionData.players[i],0,sizeof(m_hostGameSessionData.players[i]));
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}
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}
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m_pSQRNet->UpdateExternalRoomData();
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}
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void CPlatformNetworkManagerSony::HandleAddLocalPlayerFailed(int idx)
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{
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g_NetworkManager.AddLocalPlayerFailed(idx);
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}
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void CPlatformNetworkManagerSony::HandleDisconnect(bool bLostRoomOnly,bool bPSNSignOut)
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{
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g_NetworkManager.HandleDisconnect(bLostRoomOnly,bPSNSignOut);
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}
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void CPlatformNetworkManagerSony::HandleInviteReceived( int userIndex, const SQRNetworkManager::PresenceSyncInfo *pInviteInfo)
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{
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g_NetworkManager.GameInviteReceived( userIndex, pInviteInfo );
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}
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extern SQRNetworkManager *testSQRNetworkManager;
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bool CPlatformNetworkManagerSony::Initialise(CGameNetworkManager *pGameNetworkManager, int flagIndexSize)
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{
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// Create a sony network manager, and go online
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#ifdef __ORBIS__
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m_pSQRNet = new SQRNetworkManager_Orbis(this);
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m_pSQRNet->Initialise();
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#elif defined __PS3__
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m_pSQRNet = new SQRNetworkManager_PS3(this);
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m_pSQRNet->Initialise();
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#else // __PSVITA__
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// m_pSQRNet = new SQRNetworkManager_Vita(this);
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m_bUsingAdhocMode = false;
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m_pSQRNet_Vita_Adhoc = new SQRNetworkManager_AdHoc_Vita(this);
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m_pSQRNet_Vita = new SQRNetworkManager_Vita(this);
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m_pSQRNet = m_pSQRNet_Vita;
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// 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'
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m_pSQRNet_Vita->Initialise();
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if(ProfileManager.IsSignedInPSN(ProfileManager.GetPrimaryPad()))
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{
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// we're signed into the PSN, but we won't be online yet, force a sign-in online here
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m_pSQRNet_Vita->AttemptPSNSignIn(NULL, NULL);
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}
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#endif
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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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m_bLeavingGame = false;
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m_bLeaveGameOnTick = false;
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m_bHostChanged = false;
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m_bLeaveRoomWhenLeavingGame = true;
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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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m_searchResultsCount = 0;
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m_pSearchResults = NULL;
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m_lastSearchStartTime = 0;
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// Success!
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return true;
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}
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void CPlatformNetworkManagerSony::Terminate()
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{
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m_pSQRNet->Terminate();
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}
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int CPlatformNetworkManagerSony::GetJoiningReadyPercentage()
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{
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return m_pSQRNet->GetJoiningReadyPercentage();
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}
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int CPlatformNetworkManagerSony::CorrectErrorIDS(int IDS)
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{
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// Attempts to remap the following messages to provide something that PS3 TCRs are happier with
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//
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// IDS_CONNECTION_LOST - "Connection lost"
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// IDS_CONNECTION_FAILED - "Connection failed"
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// IDS_CONNECTION_LOST_LIVE - "Connection to "PSN" was lost. Exiting to the main menu."
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// IDS_CONNECTION_LOST_LIVE_NO_EXIT - "Connection to "PSN" was lost."
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// IDS_CONNECTION_LOST_SERVER - "Connection to the server was lost. Exiting to the main menu."
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//
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// Map to:
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//
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// IDS_ERROR_NETWORK - "A network error has occurred"
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// IDS_ERROR_NETWORK_TITLE - "Network Error"
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// IDS_ERROR_NETWORK_EXIT - "A network error has occurred. Exiting to Main Menu."
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// IDS_ERROR_PSN_SIGN_OUT - You have been signed out from the "PSN".
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// IDS_ERROR_PSN_SIGN_OUT_EXIT - You have been signed out from the "PSN". Exiting to Main Menu
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// 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
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bool preferSignoutError = false;
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int state;
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#if defined __PSVITA__ // MGH - to fix devtrack #6258
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if(!ProfileManager.IsSignedInPSN(ProfileManager.GetPrimaryPad()))
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preferSignoutError = true;
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#elif defined __ORBIS__
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if(!ProfileManager.isSignedInPSN(ProfileManager.GetPrimaryPad()))
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preferSignoutError = true;
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#elif defined __PS3__
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int ret = cellNetCtlGetState( &state );
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int IPObtainedState = CELL_NET_CTL_STATE_IPObtained;
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if( ret == 0 )
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{
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if( state == IPObtainedState )
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{
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preferSignoutError = true;
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}
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}
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#endif
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#ifdef __PSVITA__
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// If we're in ad-hoc mode this problem definitely wasn't PSN related
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if (usingAdhocMode()) preferSignoutError = false;
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#endif
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// If we're the host we haven't lost connection to the server
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if (IDS == IDS_CONNECTION_LOST_SERVER && g_NetworkManager.IsHost())
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{
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IDS = IDS_CONNECTION_LOST_LIVE;
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}
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switch(IDS)
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{
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case IDS_CONNECTION_LOST:
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case IDS_CONNECTION_FAILED:
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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__
|