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.
612 lines
17 KiB
C++
612 lines
17 KiB
C++
#include "stdafx.h"
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#include "SQRNetworkPlayer.h"
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#ifdef __PS3__
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#include <cell/rudp.h>
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#include "PS3/Network/SonyVoiceChat.h"
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#elif defined __ORBIS__
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#include <rudp.h>
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#include "Orbis/Network/SonyVoiceChat_Orbis.h"
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#else // __PSVITA__
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#include <rudp.h>
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#include <adhoc_matching.h>
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#include "PSVita/Network/SonyVoiceChat_Vita.h"
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#endif
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//#define PRINT_ACK_STATS
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#ifdef __PS3__
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static const int sc_wouldBlockFlag = CELL_RUDP_ERROR_WOULDBLOCK;
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#else // __ORBIS__
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static const int sc_wouldBlockFlag = SCE_RUDP_ERROR_WOULDBLOCK;
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#endif
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static const bool sc_verbose = false;
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int SQRNetworkPlayer::GetSmallId()
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{
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return m_ISD.m_smallId;
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}
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wchar_t *SQRNetworkPlayer::GetName()
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{
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return m_name;
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}
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bool SQRNetworkPlayer::IsRemote()
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{
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return !IsLocal();
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}
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bool SQRNetworkPlayer::IsHost()
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{
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return (m_type == SNP_TYPE_HOST);
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}
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bool SQRNetworkPlayer::IsLocal()
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{
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// m_host determines whether this *machine* is hosting the game, not this player (which is determined by m_type)
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if( m_host )
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{
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// If we are the hosting machine, then both the host & local players are local to this machine
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return (m_type == SNP_TYPE_HOST) || (m_type == SNP_TYPE_LOCAL);
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}
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else
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{
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// Not hosting, just local players are actually physically local
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return (m_type == SNP_TYPE_LOCAL) ;
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}
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}
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int SQRNetworkPlayer::GetLocalPlayerIndex()
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{
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return m_localPlayerIdx;
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}
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bool SQRNetworkPlayer::IsSameSystem(SQRNetworkPlayer *other)
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{
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return (m_roomMemberId == other->m_roomMemberId);
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}
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uintptr_t SQRNetworkPlayer::GetCustomDataValue()
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{
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return m_customData;
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}
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void SQRNetworkPlayer::SetCustomDataValue(uintptr_t data)
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{
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m_customData = data;
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}
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SQRNetworkPlayer::SQRNetworkPlayer(SQRNetworkManager *manager, eSQRNetworkPlayerType playerType, bool onHost, SceNpMatching2RoomMemberId roomMemberId, int localPlayerIdx, int rudpCtx, PlayerUID *pUID)
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{
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m_roomMemberId = roomMemberId;
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m_localPlayerIdx = localPlayerIdx;
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m_rudpCtx = rudpCtx;
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m_flags = 0;
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m_type = playerType;
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m_host = onHost;
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m_manager = manager;
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m_customData = 0;
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m_acksOutstanding = 0;
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m_totalBytesInSendQueue = 0;
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if( pUID )
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{
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memcpy(&m_ISD.m_UID,pUID,sizeof(PlayerUID));
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#ifdef __PSVITA__
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if(CGameNetworkManager::usingAdhocMode() && pUID->getOnlineID()[0] == 0)
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{
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assert(localPlayerIdx == 0);
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// player doesn't have an online UID, set it from the player name
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m_ISD.m_UID.setForAdhoc();
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}
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#endif // __PSVITA__
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}
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else
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{
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memset(&m_ISD.m_UID,0,sizeof(PlayerUID));
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}
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SetNameFromUID();
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InitializeCriticalSection(&m_csQueue);
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InitializeCriticalSection(&m_csAcks);
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#ifdef __ORBIS__
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if(IsLocal())
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{
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SonyVoiceChat_Orbis::initLocalPlayer(m_localPlayerIdx);
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}
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#endif
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#ifndef _CONTENT_PACKAGE
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m_minAckTime = INT_MAX;
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m_maxAckTime = 0;
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m_totalAcks = 0;
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m_totalAckTime = 0;
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m_averageAckTime = 0;
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#endif
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}
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SQRNetworkPlayer::~SQRNetworkPlayer()
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{
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#ifdef __ORBIS__
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SQRNetworkManager_Orbis* pMan = (SQRNetworkManager_Orbis*)m_manager;
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// pMan->removePlayerFromVoiceChat(this);
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// m_roomMemberId = -1;
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#endif
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DeleteCriticalSection(&m_csQueue);
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}
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bool SQRNetworkPlayer::IsReady()
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{
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return ( ( m_flags & SNP_FLAG_READY_MASK ) == SNP_FLAG_READY_MASK );
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}
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PlayerUID SQRNetworkPlayer::GetUID()
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{
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return m_ISD.m_UID;
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}
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void SQRNetworkPlayer::SetUID(PlayerUID UID)
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{
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m_ISD.m_UID = UID;
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SetNameFromUID();
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}
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bool SQRNetworkPlayer::HasConnectionAndSmallId()
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{
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const int reqFlags = ( SNP_FLAG_CONNECTION_COMPLETE | SNP_FLAG_SMALLID_ALLOCATED );
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return (( m_flags & reqFlags) == reqFlags);
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}
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void SQRNetworkPlayer::ConnectionComplete()
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{
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m_host ? app.DebugPrintf(sc_verbose, "host : ") : app.DebugPrintf(sc_verbose, "client:");
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app.DebugPrintf(sc_verbose, ">>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> ConnectionComplete\n");
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m_flags |= SNP_FLAG_CONNECTION_COMPLETE;
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}
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void SQRNetworkPlayer::SmallIdAllocated(unsigned char smallId)
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{
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m_ISD.m_smallId = smallId;
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m_flags |= SNP_FLAG_SMALLID_ALLOCATED;
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m_host ? app.DebugPrintf(sc_verbose, "host : ") : app.DebugPrintf(sc_verbose, "client:");
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app.DebugPrintf(sc_verbose, ">>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Small ID allocated\n");
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// If this is a non-network sort of player then flag now as having its small id confirmed
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if( ( m_type == SNP_TYPE_HOST ) ||
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( m_host && ( m_type == SNP_TYPE_LOCAL ) ) ||
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( !m_host && ( m_type == SNP_TYPE_REMOTE ) ) )
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{
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m_host ? app.DebugPrintf(sc_verbose, "host : ") : app.DebugPrintf(sc_verbose, "client:");
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app.DebugPrintf(sc_verbose, ">>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Small ID confirmed\n");
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m_flags |= SNP_FLAG_SMALLID_CONFIRMED;
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}
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}
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void SQRNetworkPlayer::InitialDataReceived(SQRNetworkPlayer::InitSendData *ISD)
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{
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assert(m_ISD.m_smallId == ISD->m_smallId);
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memcpy(&m_ISD, ISD, sizeof(InitSendData) );
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#ifdef __PSVITA__
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SetNameFromUID();
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#endif
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m_host ? app.DebugPrintf(sc_verbose, "host : ") : app.DebugPrintf(sc_verbose, "client:");
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app.DebugPrintf(sc_verbose, ">>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Small ID confirmed\n");
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m_flags |= SNP_FLAG_SMALLID_CONFIRMED;
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}
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bool SQRNetworkPlayer::HasSmallIdConfirmed()
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{
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return ( m_flags & SNP_FLAG_SMALLID_CONFIRMED );
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}
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// To confirm to the host that we are ready, send a single byte with our small id.
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void SQRNetworkPlayer::ConfirmReady()
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{
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SendInternal(&m_ISD, sizeof(InitSendData), e_flag_AckNotRequested);
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// Final flag for a local player on the client, as we are now safe to send data on to the host
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m_host ? app.DebugPrintf(sc_verbose, "host : ") : app.DebugPrintf(sc_verbose, "client:");
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app.DebugPrintf(sc_verbose, ">>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Small ID confirmed\n");
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m_flags |= SNP_FLAG_SMALLID_CONFIRMED;
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}
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// Attempt to send data, of any size, from this player to that specified by pPlayerTarget. This may not be possible depending on the two players, due to
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// our star shaped network connectivity. Data may be any size, and is copied so on returning from this method it does not need to be preserved.
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void SQRNetworkPlayer::SendData( SQRNetworkPlayer *pPlayerTarget, const void *data, unsigned int dataSize, bool ack )
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{
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AckFlags ackFlags = ack ? e_flag_AckRequested : e_flag_AckNotRequested;
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// Our network is connected as a star. If we are the host, then we can send to any remote player. If we're a client, we can send only to the host.
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// The host can also send to other local players, but this doesn't need to go through Rudp.
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if( m_host )
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{
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if( ( m_type == SNP_TYPE_HOST ) && ( pPlayerTarget->m_type == SNP_TYPE_LOCAL ) )
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{
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// Special internal communication from host to local player
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m_manager->LocalDataSend( this, pPlayerTarget, data, dataSize );
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}
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else if( ( m_type == SNP_TYPE_LOCAL ) && ( pPlayerTarget->m_type == SNP_TYPE_HOST ) )
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{
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// Special internal communication from local player to host
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m_manager->LocalDataSend( this, pPlayerTarget, data, dataSize );
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}
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else if( ( m_type == SNP_TYPE_HOST ) && ( pPlayerTarget->m_type == SNP_TYPE_REMOTE ) )
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{
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// Rudp communication from host to remote player - handled by remote player instance
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pPlayerTarget->SendInternal(data,dataSize, ackFlags);
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}
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else
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{
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// Can't do any other types of communications
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assert(false);
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}
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}
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else
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{
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if( ( m_type == SNP_TYPE_LOCAL ) && ( pPlayerTarget->m_type == SNP_TYPE_HOST ) )
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{
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// Rudp communication from client to host - handled by this player instace
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SendInternal(data, dataSize, ackFlags);
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}
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else
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{
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// Can't do any other types of communications
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assert(false);
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}
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}
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}
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// Internal send function - to simplify the number of mechanisms we have for sending data, this method just adds the data to be send to the player's internal queue,
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// and then calls SendMoreInternal. This method can take any size of data, which it will split up into payload size chunks before sending. All input data is copied
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// into internal buffers.
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void SQRNetworkPlayer::SendInternal(const void *data, unsigned int dataSize, AckFlags ackFlags)
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{
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EnterCriticalSection(&m_csQueue);
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bool bOutstandingPackets = (m_sendQueue.size() > 0); // check if there are still packets in the queue, we won't be calling SendMoreInternal here if there are
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QueuedSendBlock sendBlock;
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unsigned char *dataCurrent = (unsigned char *)data;
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unsigned int dataRemaining = dataSize;
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if(ackFlags == e_flag_AckReturning)
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{
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// no data, just the flag
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assert(dataSize == 0);
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assert(data == NULL);
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int dataSize = dataRemaining;
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if( dataSize > SNP_MAX_PAYLOAD ) dataSize = SNP_MAX_PAYLOAD;
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sendBlock.start = NULL;
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sendBlock.end = NULL;
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sendBlock.current = NULL;
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sendBlock.ack = ackFlags;
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m_sendQueue.push(sendBlock);
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}
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else
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{
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while( dataRemaining )
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{
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int dataSize = dataRemaining;
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if( dataSize > SNP_MAX_PAYLOAD ) dataSize = SNP_MAX_PAYLOAD;
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sendBlock.start = new unsigned char [dataSize];
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sendBlock.end = sendBlock.start + dataSize;
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sendBlock.current = sendBlock.start;
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sendBlock.ack = ackFlags;
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memcpy( sendBlock.start, dataCurrent, dataSize);
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m_sendQueue.push(sendBlock);
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dataRemaining -= dataSize;
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dataCurrent += dataSize;
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}
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}
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m_totalBytesInSendQueue += dataSize;
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// if the queue had something in it already, then the UDP callback will fire and call SendMoreInternal
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// so we don't call it here, to avoid a deadlock
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if(!bOutstandingPackets)
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{
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// Now try and send as much as we can
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SendMoreInternal();
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}
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LeaveCriticalSection(&m_csQueue);
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}
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int SQRNetworkPlayer::WriteDataPacket(const void* data, int dataSize, AckFlags ackFlags)
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{
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DataPacketHeader header(dataSize, ackFlags);
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int headerSize = sizeof(header);
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int packetSize = dataSize+headerSize;
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unsigned char* packetData = new unsigned char[packetSize];
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*((DataPacketHeader*)packetData) = header;
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memcpy(&packetData[headerSize], data, dataSize);
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#ifndef _CONTENT_PACKAGE
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if(ackFlags == e_flag_AckRequested)
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m_ackStats.push_back(System::currentTimeMillis());
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#endif
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#ifdef __PS3__
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int ret = cellRudpWrite( m_rudpCtx, packetData, packetSize, 0);//CELL_RUDP_MSG_LATENCY_CRITICAL );
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#else // __ORBIS__ && __PSVITA__
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int ret = sceRudpWrite( m_rudpCtx, packetData, packetSize, 0);//SCE_RUDP_MSG_LATENCY_CRITICAL );
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#endif
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if(ret == sc_wouldBlockFlag)
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{
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// nothing was sent!
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}
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else
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{
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assert(ret==packetSize || ret > headerSize); // we must make sure we've sent the entire packet or the header and some data at least
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ret -= headerSize;
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if(ackFlags == e_flag_AckRequested)
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{
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EnterCriticalSection(&m_csAcks);
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m_acksOutstanding++;
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LeaveCriticalSection(&m_csAcks);
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}
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}
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delete packetData;
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return ret;
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}
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int SQRNetworkPlayer::GetPacketDataSize()
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{
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unsigned int ackFlag;
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int headerSize = sizeof(ackFlag);
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#ifdef __PS3__
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unsigned int packetSize = cellRudpGetSizeReadable(m_rudpCtx);
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#else
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unsigned int packetSize = sceRudpGetSizeReadable(m_rudpCtx);
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#endif
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if(packetSize == 0)
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return 0;
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unsigned int dataSize = packetSize - headerSize;
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assert(dataSize >= 0);
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if(dataSize == 0)
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{
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// header only, must just be an ack returning
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ReadAck();
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}
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return dataSize;
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}
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int SQRNetworkPlayer::ReadDataPacket(void* data, int dataSize)
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{
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int headerSize = sizeof(DataPacketHeader);
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int packetSize = dataSize+headerSize;
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unsigned char* packetData = new unsigned char[packetSize];
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#ifdef __PS3__
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int bytesRead = cellRudpRead( m_rudpCtx, packetData, packetSize, 0, NULL );
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#else // __ORBIS__ && __PSVITA__
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int bytesRead = sceRudpRead( m_rudpCtx, packetData, packetSize, 0, NULL );
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#endif
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if(bytesRead == sc_wouldBlockFlag)
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{
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delete packetData;
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return 0;
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}
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// check the header, and see if we need to send back an ack
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DataPacketHeader header = *((DataPacketHeader*)packetData);
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if(header.GetAckFlags() == e_flag_AckRequested)
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{
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// Don't send the ack back directly from here, as this is called from a rudp event callback, and we end up in a thread lock situation between the lock librudp uses
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// internally (which is locked already here since we are being called in the event handler), and our own lock that we do for processing our write queue
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m_manager->RequestWriteAck(GetSmallId());
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}
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else
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{
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assert(header.GetAckFlags() == e_flag_AckNotRequested);
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}
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if(bytesRead > 0)
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{
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bytesRead -= headerSize;
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memcpy(data, &packetData[headerSize], bytesRead);
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}
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assert(header.GetDataSize() == bytesRead);
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delete packetData;
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return bytesRead;
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}
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void SQRNetworkPlayer::ReadAck()
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{
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DataPacketHeader header;
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#ifdef __PS3__
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int bytesRead = cellRudpRead( m_rudpCtx, &header, sizeof(header), 0, NULL );
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#else // __ORBIS__ && __PSVITA__
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int bytesRead = sceRudpRead( m_rudpCtx, &header, sizeof(header), 0, NULL );
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#endif
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if(bytesRead == sc_wouldBlockFlag)
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{
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return;
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}
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assert(header.GetAckFlags() == e_flag_AckReturning);
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EnterCriticalSection(&m_csAcks);
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m_acksOutstanding--;
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assert(m_acksOutstanding >=0);
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LeaveCriticalSection(&m_csAcks);
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#ifndef _CONTENT_PACKAGE
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#ifdef PRINT_ACK_STATS
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int64_t timeTaken = System::currentTimeMillis() - m_ackStats[0];
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if(timeTaken < m_minAckTime)
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m_minAckTime = timeTaken;
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if(timeTaken > m_maxAckTime)
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m_maxAckTime = timeTaken;
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m_totalAcks++;
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m_totalAckTime += timeTaken;
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m_averageAckTime = m_totalAckTime / m_totalAcks;
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app.DebugPrintf("RUDP ctx : %d : Time taken for ack - %4d ms : min - %4d : max %4d : avg %4d\n", m_rudpCtx, timeTaken, m_minAckTime, m_maxAckTime, m_averageAckTime);
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m_ackStats.erase(m_ackStats.begin());
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#endif
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#endif
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}
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void SQRNetworkPlayer::WriteAck()
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{
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SendInternal(NULL, 0, e_flag_AckReturning);
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}
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int SQRNetworkPlayer::GetOutstandingAckCount()
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{
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return m_manager->GetOutstandingAckCount(this);
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}
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int SQRNetworkPlayer::GetTotalOutstandingAckCount()
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{
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return m_acksOutstanding;
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}
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int SQRNetworkPlayer::GetTotalSendQueueBytes()
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{
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return m_totalBytesInSendQueue;
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}
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int SQRNetworkPlayer::GetTotalSendQueueMessages()
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{
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CriticalSectionScopeLock lock(&m_csQueue);
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return m_sendQueue.size();
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}
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int SQRNetworkPlayer::GetSendQueueSizeBytes()
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{
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return m_manager->GetSendQueueSizeBytes();
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}
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int SQRNetworkPlayer::GetSendQueueSizeMessages()
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{
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return m_manager->GetSendQueueSizeMessages();
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}
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// Internal send function. This attempts to send as many elements in the queue as possible until the write function tells us that we can't send any more. This way,
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// we are guaranteed that if there *is* anything more in the queue left to send, we'll get a CELL_RUDP_CONTEXT_EVENT_WRITABLE event when whatever we've managed to
|
|
// send here is complete, and can continue on.
|
|
void SQRNetworkPlayer::SendMoreInternal()
|
|
{
|
|
EnterCriticalSection(&m_csQueue);
|
|
assert(m_sendQueue.size() > 0); // this should never be called with an empty queue.
|
|
|
|
bool keepSending;
|
|
do
|
|
{
|
|
keepSending = false;
|
|
if( m_sendQueue.size() > 0)
|
|
{
|
|
// Attempt to send the full data in the first element in our queue
|
|
unsigned char *data= m_sendQueue.front().current;
|
|
int dataSize = m_sendQueue.front().end - m_sendQueue.front().current;
|
|
int ret = WriteDataPacket(data, dataSize, m_sendQueue.front().ack);
|
|
|
|
if( ret == dataSize )
|
|
{
|
|
// Fully sent, remove from queue - will loop in the while loop to see if there's anything else in the queue we could send
|
|
m_totalBytesInSendQueue -= ret;
|
|
delete [] m_sendQueue.front().start;
|
|
m_sendQueue.pop();
|
|
if( m_sendQueue.size() )
|
|
{
|
|
keepSending = true;
|
|
}
|
|
}
|
|
else if( ( ret >= 0 ) || ( ret == sc_wouldBlockFlag ) )
|
|
{
|
|
|
|
// Things left to send - adjust this element in the queue
|
|
int remainingBytes;
|
|
if( ret >= 0 )
|
|
{
|
|
// Only ret bytes sent so far
|
|
m_totalBytesInSendQueue -= ret;
|
|
remainingBytes = dataSize - ret;
|
|
assert(remainingBytes > 0 );
|
|
}
|
|
else
|
|
{
|
|
// Is CELL_RUDP_ERROR_WOULDBLOCK, nothing has yet been sent
|
|
remainingBytes = dataSize;
|
|
}
|
|
m_sendQueue.front().current = m_sendQueue.front().end - remainingBytes;
|
|
}
|
|
}
|
|
} while (keepSending);
|
|
LeaveCriticalSection(&m_csQueue);
|
|
}
|
|
|
|
void SQRNetworkPlayer::SetNameFromUID()
|
|
{
|
|
mbstowcs(m_name, m_ISD.m_UID.getOnlineID(), 16);
|
|
m_name[16] = 0;
|
|
#ifdef __PS3__ // only 1 player on vita, and they have to be online (or adhoc), and with PS4 all local players need to be signed in
|
|
// Not an online player? Add a suffix with the controller ID on
|
|
if( m_ISD.m_UID.isSignedIntoPSN() == 0)
|
|
{
|
|
int pos = wcslen(m_name);
|
|
swprintf(&m_name[pos], 5, L" (%d)", m_ISD.m_UID.getQuadrant() + 1 );
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void SQRNetworkPlayer::SetName(char *name)
|
|
{
|
|
mbstowcs(m_name, name, 20);
|
|
m_name[20] = 0;
|
|
}
|
|
|
|
int SQRNetworkPlayer::GetSessionIndex()
|
|
{
|
|
return m_manager->GetSessionIndex(this);
|
|
}
|
|
|
|
bool SQRNetworkPlayer::HasVoice()
|
|
{
|
|
#ifdef __ORBIS__
|
|
return SonyVoiceChat_Orbis::hasMicConnected(this);
|
|
#elif defined __PSVITA__
|
|
return SonyVoiceChat_Vita::hasMicConnected(this);
|
|
#else
|
|
return SonyVoiceChat::hasMicConnected(&m_roomMemberId);
|
|
#endif
|
|
}
|
|
|
|
bool SQRNetworkPlayer::IsTalking()
|
|
{
|
|
#ifdef __ORBIS__
|
|
return SonyVoiceChat_Orbis::isTalking(this);
|
|
#elif defined __PSVITA__
|
|
return SonyVoiceChat_Vita::isTalking(this);
|
|
#else
|
|
return SonyVoiceChat::isTalking(&m_roomMemberId);
|
|
#endif
|
|
}
|
|
|
|
bool SQRNetworkPlayer::IsMutedByLocalUser(int userIndex)
|
|
{
|
|
#ifdef __ORBIS__
|
|
// assert(0); // this is never called, so isn't implemented in the PS4 voice stuff at the moment
|
|
return false;
|
|
#elif defined __PSVITA__
|
|
return false;// this is never called, so isn't implemented in the Vita voice stuff at the moment
|
|
#else
|
|
SQRNetworkManager_PS3* pMan = (SQRNetworkManager_PS3*)m_manager;
|
|
return SonyVoiceChat::isMutedPlayer(pMan->m_roomSyncData.players[userIndex].m_roomMemberId);
|
|
#endif
|
|
}
|