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

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

711 lines
24 KiB
C++

#include "stdafx.h"
#include "IUIScene_PauseMenu.h"
#include "..\..\Minecraft.h"
#include "..\..\MinecraftServer.h"
#include "..\..\MultiPlayerLevel.h"
#include "..\..\ProgressRenderer.h"
#include "..\..\..\Minecraft.World\net.minecraft.world.level.h"
#include "..\..\..\Minecraft.World\net.minecraft.world.phys.h"
#include "..\..\TexturePackRepository.h"
#include "..\..\TexturePack.h"
#include "..\..\DLCTexturePack.h"
#include "..\..\..\Minecraft.World\StringHelpers.h"
#ifndef _XBOX
#include "UI.h"
#endif
int IUIScene_PauseMenu::ExitGameDialogReturned(void *pParam,int iPad,C4JStorage::EMessageResult result)
{
#ifdef _XBOX
IUIScene_PauseMenu *pScene = (IUIScene_PauseMenu *)pParam;
#else
IUIScene_PauseMenu *pScene = dynamic_cast<IUIScene_PauseMenu *>(ui.GetSceneFromCallbackId((size_t)pParam));
#endif
// Results switched for this dialog
if(result==C4JStorage::EMessage_ResultDecline)
{
if(pScene) pScene->SetIgnoreInput(true);
app.SetAction(iPad,eAppAction_ExitWorld);
}
return 0;
}
int IUIScene_PauseMenu::ExitGameSaveDialogReturned(void *pParam,int iPad,C4JStorage::EMessageResult result)
{
#ifdef _XBOX
IUIScene_PauseMenu *pScene = (IUIScene_PauseMenu *)pParam;
#else
IUIScene_PauseMenu *pScene = dynamic_cast<IUIScene_PauseMenu *>(ui.GetSceneFromCallbackId((size_t)pParam));
#endif
// Exit with or without saving
// Decline means save in this dialog
if(result==C4JStorage::EMessage_ResultDecline || result==C4JStorage::EMessage_ResultThirdOption)
{
if( result==C4JStorage::EMessage_ResultDecline ) // Save
{
// 4J-PB - Is the player trying to save but they are using a trial texturepack ?
if(!Minecraft::GetInstance()->skins->isUsingDefaultSkin())
{
TexturePack *tPack = Minecraft::GetInstance()->skins->getSelected();
DLCTexturePack *pDLCTexPack=(DLCTexturePack *)tPack;
DLCPack *pDLCPack=pDLCTexPack->getDLCInfoParentPack();//tPack->getDLCPack();
if(!pDLCPack->hasPurchasedFile( DLCManager::e_DLCType_Texture, L"" ))
{
#ifdef _XBOX
// upsell
ULONGLONG ullOfferID_Full;
// get the dlc texture pack
DLCTexturePack *pDLCTexPack=(DLCTexturePack *)tPack;
app.GetDLCFullOfferIDForPackID(pDLCTexPack->getDLCParentPackId(),&ullOfferID_Full);
// tell sentient about the upsell of the full version of the skin pack
TelemetryManager->RecordUpsellPresented(iPad, eSet_UpsellID_Texture_DLC, ullOfferID_Full & 0xFFFFFFFF);
#endif
UINT uiIDA[2];
uiIDA[0]=IDS_CONFIRM_OK;
uiIDA[1]=IDS_CONFIRM_CANCEL;
// Give the player a warning about the trial version of the texture pack
ui.RequestAlertMessage(IDS_WARNING_DLC_TRIALTEXTUREPACK_TITLE, IDS_WARNING_DLC_TRIALTEXTUREPACK_TEXT, uiIDA, 2, ProfileManager.GetPrimaryPad() , &IUIScene_PauseMenu::WarningTrialTexturePackReturned, pParam);
return S_OK;
}
}
// does the save exist?
bool bSaveExists;
StorageManager.DoesSaveExist(&bSaveExists);
// 4J-PB - we check if the save exists inside the libs
// we need to ask if they are sure they want to overwrite the existing game
if(bSaveExists)
{
UINT uiIDA[2];
uiIDA[0]=IDS_CONFIRM_CANCEL;
uiIDA[1]=IDS_CONFIRM_OK;
ui.RequestAlertMessage(IDS_TITLE_SAVE_GAME, IDS_CONFIRM_SAVE_GAME, uiIDA, 2, ProfileManager.GetPrimaryPad(), &IUIScene_PauseMenu::ExitGameAndSaveReturned, pParam);
return 0;
}
else
{
#if defined(_XBOX_ONE) || defined(__ORBIS__)
StorageManager.SetSaveDisabled(false);
#endif
MinecraftServer::getInstance()->setSaveOnExit( true );
}
}
else
{
// been a few requests for a confirm on exit without saving
UINT uiIDA[2];
uiIDA[0]=IDS_CONFIRM_CANCEL;
uiIDA[1]=IDS_CONFIRM_OK;
ui.RequestAlertMessage(IDS_TITLE_DECLINE_SAVE_GAME, IDS_CONFIRM_DECLINE_SAVE_GAME, uiIDA, 2, ProfileManager.GetPrimaryPad(), &IUIScene_PauseMenu::ExitGameDeclineSaveReturned, pParam);
return 0;
}
if(pScene) pScene->SetIgnoreInput(true);
app.SetAction(iPad,eAppAction_ExitWorld);
}
return 0;
}
int IUIScene_PauseMenu::ExitGameAndSaveReturned(void *pParam,int iPad,C4JStorage::EMessageResult result)
{
// 4J-PB - we won't come in here if we have a trial texture pack
#ifdef _XBOX
IUIScene_PauseMenu *pScene = (IUIScene_PauseMenu *)pParam;
#else
IUIScene_PauseMenu *pScene = dynamic_cast<IUIScene_PauseMenu *>(ui.GetSceneFromCallbackId((size_t)pParam));
#endif
// results switched for this dialog
if(result==C4JStorage::EMessage_ResultDecline)
{
//INT saveOrCheckpointId = 0;
//bool validSave = StorageManager.GetSaveUniqueNumber(&saveOrCheckpointId);
//SentientManager.RecordLevelSaveOrCheckpoint(ProfileManager.GetPrimaryPad(), saveOrCheckpointId);
#if defined(_XBOX_ONE) || defined(__ORBIS__)
StorageManager.SetSaveDisabled(false);
#endif
if(pScene) pScene->SetIgnoreInput(true);
MinecraftServer::getInstance()->setSaveOnExit( true );
// flag a app action of exit game
app.SetAction(iPad,eAppAction_ExitWorld);
}
else
{
// has someone disconnected the ethernet here, causing the pause menu to shut?
if(ui.IsPauseMenuDisplayed(ProfileManager.GetPrimaryPad()))
{
UINT uiIDA[3];
// you cancelled the save on exit after choosing exit and save? You go back to the Exit choices then.
uiIDA[0]=IDS_CONFIRM_CANCEL;
uiIDA[1]=IDS_EXIT_GAME_SAVE;
uiIDA[2]=IDS_EXIT_GAME_NO_SAVE;
if(g_NetworkManager.GetPlayerCount()>1)
{
ui.RequestAlertMessage(IDS_EXIT_GAME, IDS_CONFIRM_EXIT_GAME_CONFIRM_DISCONNECT_SAVE, uiIDA, 3, ProfileManager.GetPrimaryPad(), &IUIScene_PauseMenu::ExitGameSaveDialogReturned, pParam);
}
else
{
ui.RequestAlertMessage(IDS_EXIT_GAME, IDS_CONFIRM_EXIT_GAME, uiIDA, 3, ProfileManager.GetPrimaryPad(), &IUIScene_PauseMenu::ExitGameSaveDialogReturned, pParam);
}
}
}
return 0;
}
int IUIScene_PauseMenu::ExitGameDeclineSaveReturned(void *pParam,int iPad,C4JStorage::EMessageResult result)
{
#ifdef _XBOX
IUIScene_PauseMenu *pScene = (IUIScene_PauseMenu *)pParam;
#else
IUIScene_PauseMenu *pScene = dynamic_cast<IUIScene_PauseMenu *>(ui.GetSceneFromCallbackId((size_t)pParam));
#endif
// results switched for this dialog
if(result==C4JStorage::EMessage_ResultDecline)
{
#if defined(_XBOX_ONE) || defined(__ORBIS__)
// Don't do this here, as it will still try and save some things even though it shouldn't!
//StorageManager.SetSaveDisabled(false);
#endif
if(pScene) pScene->SetIgnoreInput(true);
MinecraftServer::getInstance()->setSaveOnExit( false );
// flag a app action of exit game
app.SetAction(iPad,eAppAction_ExitWorld);
}
else
{
// has someone disconnected the ethernet here, causing the pause menu to shut?
if(ui.IsPauseMenuDisplayed(ProfileManager.GetPrimaryPad()))
{
UINT uiIDA[3];
// you cancelled the save on exit after choosing exit and save? You go back to the Exit choices then.
uiIDA[0]=IDS_CONFIRM_CANCEL;
uiIDA[1]=IDS_EXIT_GAME_SAVE;
uiIDA[2]=IDS_EXIT_GAME_NO_SAVE;
if(g_NetworkManager.GetPlayerCount()>1)
{
ui.RequestAlertMessage(IDS_EXIT_GAME, IDS_CONFIRM_EXIT_GAME_CONFIRM_DISCONNECT_SAVE, uiIDA, 3, ProfileManager.GetPrimaryPad(),&IUIScene_PauseMenu::ExitGameSaveDialogReturned, pParam);
}
else
{
ui.RequestAlertMessage(IDS_EXIT_GAME, IDS_CONFIRM_EXIT_GAME, uiIDA, 3, ProfileManager.GetPrimaryPad(),&IUIScene_PauseMenu::ExitGameSaveDialogReturned, pParam);
}
}
}
return 0;
}
int IUIScene_PauseMenu::WarningTrialTexturePackReturned(void *pParam,int iPad,C4JStorage::EMessageResult result)
{
#if defined(__PS3__) || defined(__ORBIS__) || defined(__PSVITA__)
if(result==C4JStorage::EMessage_ResultAccept)
{
if(!ProfileManager.IsSignedInLive(iPad))
{
// you're not signed in to PSN!
}
else
{
// 4J-PB - need to check this user can access the store
bool bContentRestricted;
ProfileManager.GetChatAndContentRestrictions(iPad,true,NULL,&bContentRestricted,NULL);
if(bContentRestricted)
{
UINT uiIDA[1];
uiIDA[0]=IDS_CONFIRM_OK;
ui.RequestAlertMessage(IDS_ONLINE_SERVICE_TITLE, IDS_CONTENT_RESTRICTION, uiIDA, 1, iPad);
}
else
{
// need to get info on the pack to see if the user has already downloaded it
TexturePack *tPack = Minecraft::GetInstance()->skins->getSelected();
DLCTexturePack *pDLCTexPack=(DLCTexturePack *)tPack;
// retrieve the store name for the skin pack
DLCPack *pDLCPack=pDLCTexPack->getDLCInfoParentPack();//tPack->getDLCPack();
const char *pchPackName=wstringtofilename(pDLCPack->getName());
app.DebugPrintf("Texture Pack - %s\n",pchPackName);
SONYDLC *pSONYDLCInfo=app.GetSONYDLCInfo((char *)pchPackName);
if(pSONYDLCInfo!=NULL)
{
char chName[42];
char chSkuID[SCE_NP_COMMERCE2_SKU_ID_LEN];
memset(chSkuID,0,SCE_NP_COMMERCE2_SKU_ID_LEN);
// find the info on the skin pack
// we have to retrieve the skuid from the store info, it can't be hardcoded since Sony may change it.
// So we assume the first sku for the product is the one we want
#ifdef __ORBIS__
sprintf(chName,"%s",pSONYDLCInfo->chDLCKeyname);
#else
sprintf(chName,"%s-%s",app.GetCommerceCategory(),pSONYDLCInfo->chDLCKeyname);
#endif
app.GetDLCSkuIDFromProductList(chName,chSkuID);
// 4J-PB - need to check for an empty store
#if defined __ORBIS__ || defined __PSVITA__ || defined __PS3__
if(app.CheckForEmptyStore(iPad)==false)
#endif
{
if(app.DLCAlreadyPurchased(chSkuID))
{
app.DownloadAlreadyPurchased(chSkuID);
}
else
{
app.Checkout(chSkuID);
}
}
}
}
}
}
#endif //
#ifdef _XBOX_ONE
IUIScene_PauseMenu* pScene = (IUIScene_PauseMenu*)pParam;
if(result==C4JStorage::EMessage_ResultAccept)
{
if(ProfileManager.IsSignedIn(iPad))
{
if (ProfileManager.IsSignedInLive(iPad))
{
TexturePack *tPack = Minecraft::GetInstance()->skins->getSelected();
// get the dlc texture pack
DLCTexturePack *pDLCTexPack=(DLCTexturePack *)tPack;
DLCPack *pDLCPack=pDLCTexPack->getDLCInfoParentPack();
DLC_INFO *pDLCInfo=app.GetDLCInfoForProductName((WCHAR *)pDLCPack->getName().c_str());
StorageManager.InstallOffer(1,(WCHAR *)pDLCInfo->wsProductId.c_str(),NULL,NULL);
// the license change coming in when the offer has been installed will cause this scene to refresh
}
else
{
// 4J-JEV: Fix for XB1: #165863 - XR-074: Compliance: With no active network connection user is unable to convert from Trial to Full texture pack and is not messaged why.
UINT uiIDA[1] = { IDS_CONFIRM_OK };
ui.RequestErrorMessage(IDS_PRO_NOTONLINE_TITLE, IDS_PRO_XBOXLIVE_NOTIFICATION, uiIDA, 1, iPad);
}
}
}
#endif
#ifdef _XBOX
IUIScene_PauseMenu* pScene = (IUIScene_PauseMenu*)pParam;
//pScene->m_bIgnoreInput = false;
pScene->ShowScene( true );
if(result==C4JStorage::EMessage_ResultAccept)
{
if(ProfileManager.IsSignedIn(iPad))
{
ULONGLONG ullIndexA[1];
TexturePack *tPack = Minecraft::GetInstance()->skins->getSelected();
// get the dlc texture pack
DLCTexturePack *pDLCTexPack=(DLCTexturePack *)tPack;
// Need to get the parent packs id, since this may be one of many child packs with their own ids
app.GetDLCFullOfferIDForPackID(pDLCTexPack->getDLCParentPackId(),&ullIndexA[0]);
// need to allow downloads here, or the player would need to quit the game to let the download of a texture pack happen. This might affect the network traffic, since the download could take all the bandwidth...
XBackgroundDownloadSetMode(XBACKGROUND_DOWNLOAD_MODE_ALWAYS_ALLOW);
StorageManager.InstallOffer(1,ullIndexA,NULL,NULL);
}
}
else
{
TelemetryManager->RecordUpsellResponded(iPad, eSet_UpsellID_Texture_DLC, ( pScene->m_pDLCPack->getPurchaseOfferId() & 0xFFFFFFFF ), eSen_UpsellOutcome_Declined);
}
#endif
return 0;
}
int IUIScene_PauseMenu::SaveWorldThreadProc( LPVOID lpParameter )
{
bool bAutosave=(bool)lpParameter;
if(bAutosave)
{
app.SetXuiServerAction(ProfileManager.GetPrimaryPad(),eXuiServerAction_AutoSaveGame);
}
else
{
app.SetXuiServerAction(ProfileManager.GetPrimaryPad(),eXuiServerAction_SaveGame);
}
// Share AABB & Vec3 pools with default (main thread) - should be ok as long as we don't tick the main thread whilst this thread is running
AABB::UseDefaultThreadStorage();
Vec3::UseDefaultThreadStorage();
Compression::UseDefaultThreadStorage();
Minecraft *pMinecraft=Minecraft::GetInstance();
//wprintf(L"Loading world on thread\n");
if(ProfileManager.IsFullVersion())
{
app.SetGameStarted(false);
while( app.GetXuiServerAction(ProfileManager.GetPrimaryPad() ) != eXuiServerAction_Idle && !MinecraftServer::serverHalted() )
{
Sleep(10);
}
if(!MinecraftServer::serverHalted() && !app.GetChangingSessionType() ) app.SetGameStarted(true);
#if defined(_XBOX_ONE) || defined(__ORBIS__)
if(app.GetGameHostOption(eGameHostOption_DisableSaving)) StorageManager.SetSaveDisabled(true);
#endif
}
HRESULT hr = S_OK;
if(app.GetChangingSessionType())
{
// 4J Stu - This causes the fullscreenprogress scene to ignore the action it was given
hr = ERROR_CANCELLED;
}
return hr;
}
int IUIScene_PauseMenu::ExitWorldThreadProc( void* lpParameter )
{
// Share AABB & Vec3 pools with default (main thread) - should be ok as long as we don't tick the main thread whilst this thread is running
AABB::UseDefaultThreadStorage();
Vec3::UseDefaultThreadStorage();
Compression::UseDefaultThreadStorage();
//app.SetGameStarted(false);
_ExitWorld(lpParameter);
return S_OK;
}
// This function performs the meat of exiting from a level. It should be called from a thread other than the main thread.
void IUIScene_PauseMenu::_ExitWorld(LPVOID lpParameter)
{
Minecraft *pMinecraft=Minecraft::GetInstance();
int exitReasonStringId = pMinecraft->progressRenderer->getCurrentTitle();
int exitReasonTitleId = IDS_CONNECTION_LOST;
bool saveStats = true;
if (pMinecraft->isClientSide() || g_NetworkManager.IsInSession())
{
if(lpParameter != NULL )
{
// 4J-PB - check if we have lost connection to Live
if(ProfileManager.GetLiveConnectionStatus()!=XONLINE_S_LOGON_CONNECTION_ESTABLISHED )
{
exitReasonStringId = IDS_CONNECTION_LOST_LIVE;
}
else
{
switch( app.GetDisconnectReason() )
{
case DisconnectPacket::eDisconnect_Kicked:
exitReasonStringId = IDS_DISCONNECTED_KICKED;
break;
case DisconnectPacket::eDisconnect_NoUGC_AllLocal:
exitReasonStringId = IDS_NO_USER_CREATED_CONTENT_PRIVILEGE_ALL_LOCAL;
exitReasonTitleId = IDS_CONNECTION_FAILED;
break;
case DisconnectPacket::eDisconnect_NoUGC_Single_Local:
exitReasonStringId = IDS_NO_USER_CREATED_CONTENT_PRIVILEGE_SINGLE_LOCAL;
exitReasonTitleId = IDS_CONNECTION_FAILED;
break;
#if defined(__PS3__) || defined(__ORBIS__)
case DisconnectPacket::eDisconnect_ContentRestricted_AllLocal:
exitReasonStringId = IDS_CONTENT_RESTRICTION_MULTIPLAYER;
exitReasonTitleId = IDS_CONNECTION_FAILED;
break;
case DisconnectPacket::eDisconnect_ContentRestricted_Single_Local:
exitReasonStringId = IDS_CONTENT_RESTRICTION;
exitReasonTitleId = IDS_CONNECTION_FAILED;
break;
#endif
#ifdef _XBOX
case DisconnectPacket::eDisconnect_NoUGC_Remote:
exitReasonStringId = IDS_NO_USER_CREATED_CONTENT_PRIVILEGE_REMOTE;
exitReasonTitleId = IDS_CONNECTION_FAILED;
break;
#endif
case DisconnectPacket::eDisconnect_NoFlying:
exitReasonStringId = IDS_DISCONNECTED_FLYING;
break;
case DisconnectPacket::eDisconnect_Quitting:
exitReasonStringId = IDS_DISCONNECTED_SERVER_QUIT;
break;
#ifdef __ORBIS__
case DisconnectPacket::eDisconnect_NetworkError:
exitReasonStringId = IDS_ERROR_NETWORK_EXIT;
exitReasonTitleId = IDS_ERROR_NETWORK_TITLE;
break;
#endif
case DisconnectPacket::eDisconnect_NoFriendsInGame:
exitReasonStringId = IDS_DISCONNECTED_NO_FRIENDS_IN_GAME;
exitReasonTitleId = IDS_CANTJOIN_TITLE;
break;
case DisconnectPacket::eDisconnect_Banned:
exitReasonStringId = IDS_DISCONNECTED_BANNED;
exitReasonTitleId = IDS_CANTJOIN_TITLE;
break;
case DisconnectPacket::eDisconnect_NotFriendsWithHost:
exitReasonStringId = IDS_NOTALLOWED_FRIENDSOFFRIENDS;
exitReasonTitleId = IDS_CANTJOIN_TITLE;
break;
case DisconnectPacket::eDisconnect_OutdatedServer:
exitReasonStringId = IDS_DISCONNECTED_SERVER_OLD;
exitReasonTitleId = IDS_CANTJOIN_TITLE;
break;
case DisconnectPacket::eDisconnect_OutdatedClient:
exitReasonStringId = IDS_DISCONNECTED_CLIENT_OLD;
exitReasonTitleId = IDS_CANTJOIN_TITLE;
break;
case DisconnectPacket::eDisconnect_ServerFull:
exitReasonStringId = IDS_DISCONNECTED_SERVER_FULL;
exitReasonTitleId = IDS_CANTJOIN_TITLE;
break;
#ifdef _XBOX_ONE
case DisconnectPacket::eDisconnect_ExitedGame:
exitReasonTitleId = IDS_EXIT_GAME;
exitReasonStringId = IDS_DISCONNECTED_EXITED_GAME;
break;
#endif
#if defined __ORBIS__ || defined __PS3__ || defined __PSVITA__
case DisconnectPacket::eDisconnect_NATMismatch:
exitReasonStringId = IDS_DISCONNECTED_NAT_TYPE_MISMATCH;
exitReasonTitleId = IDS_CONNECTION_FAILED;
break;
#endif
default:
exitReasonStringId = IDS_CONNECTION_LOST_SERVER;
}
}
//pMinecraft->progressRenderer->progressStartNoAbort( exitReasonStringId );
UINT uiIDA[1];
uiIDA[0]=IDS_CONFIRM_OK;
// 4J Stu - Fix for #48669 - TU5: Code: Compliance: TCR #15: Incorrect/misleading messages after signing out a profile during online game session.
// If the primary player is signed out, then that is most likely the cause of the disconnection so don't display a message box. This will allow the message box requested by the libraries to be brought up
if( ProfileManager.IsSignedIn(ProfileManager.GetPrimaryPad())) ui.RequestErrorMessage( exitReasonTitleId, exitReasonStringId, uiIDA,1,ProfileManager.GetPrimaryPad());
exitReasonStringId = -1;
// 4J - Force a disconnection, this handles the situation that the server has already disconnected
if( pMinecraft->levels[0] != NULL ) pMinecraft->levels[0]->disconnect(false);
if( pMinecraft->levels[1] != NULL ) pMinecraft->levels[1]->disconnect(false);
if( pMinecraft->levels[2] != NULL ) pMinecraft->levels[2]->disconnect(false);
}
else
{
exitReasonStringId = IDS_EXITING_GAME;
pMinecraft->progressRenderer->progressStartNoAbort( IDS_EXITING_GAME );
if( pMinecraft->levels[0] != NULL ) pMinecraft->levels[0]->disconnect();
if( pMinecraft->levels[1] != NULL ) pMinecraft->levels[1]->disconnect();
if( pMinecraft->levels[2] != NULL ) pMinecraft->levels[2]->disconnect();
}
// 4J Stu - This only does something if we actually have a server, so don't need to do any other checks
MinecraftServer::HaltServer();
// We need to call the stats & leaderboards save before we exit the session
// 4J We need to do this in a QNet callback where it is safe
//pMinecraft->forceStatsSave();
saveStats = false;
// 4J Stu - Leave the session once the disconnect packet has been sent
g_NetworkManager.LeaveGame(FALSE);
}
else
{
if(lpParameter != NULL && ProfileManager.IsSignedIn(ProfileManager.GetPrimaryPad()) )
{
switch( app.GetDisconnectReason() )
{
case DisconnectPacket::eDisconnect_Kicked:
exitReasonStringId = IDS_DISCONNECTED_KICKED;
break;
case DisconnectPacket::eDisconnect_NoUGC_AllLocal:
exitReasonStringId = IDS_NO_USER_CREATED_CONTENT_PRIVILEGE_ALL_LOCAL;
exitReasonTitleId = IDS_CONNECTION_FAILED;
break;
case DisconnectPacket::eDisconnect_NoUGC_Single_Local:
exitReasonStringId = IDS_NO_USER_CREATED_CONTENT_PRIVILEGE_SINGLE_LOCAL;
exitReasonTitleId = IDS_CONNECTION_FAILED;
break;
#if defined(__PS3__) || defined(__ORBIS__)
case DisconnectPacket::eDisconnect_ContentRestricted_AllLocal:
exitReasonStringId = IDS_CONTENT_RESTRICTION_MULTIPLAYER;
exitReasonTitleId = IDS_CONNECTION_FAILED;
break;
case DisconnectPacket::eDisconnect_ContentRestricted_Single_Local:
exitReasonStringId = IDS_CONTENT_RESTRICTION;
exitReasonTitleId = IDS_CONNECTION_FAILED;
break;
#endif
#ifdef _XBOX
case DisconnectPacket::eDisconnect_NoUGC_Remote:
exitReasonStringId = IDS_NO_USER_CREATED_CONTENT_PRIVILEGE_REMOTE;
exitReasonTitleId = IDS_CONNECTION_FAILED;
break;
#endif
case DisconnectPacket::eDisconnect_Quitting:
exitReasonStringId = IDS_DISCONNECTED_SERVER_QUIT;
break;
#ifdef __ORBIS__
case DisconnectPacket::eDisconnect_NetworkError:
exitReasonStringId = IDS_ERROR_NETWORK_EXIT;
exitReasonTitleId = IDS_ERROR_NETWORK_TITLE;
break;
#endif
case DisconnectPacket::eDisconnect_NoMultiplayerPrivilegesJoin:
exitReasonStringId = IDS_NO_MULTIPLAYER_PRIVILEGE_JOIN_TEXT;
break;
case DisconnectPacket::eDisconnect_OutdatedServer:
exitReasonStringId = IDS_DISCONNECTED_SERVER_OLD;
exitReasonTitleId = IDS_CANTJOIN_TITLE;
break;
case DisconnectPacket::eDisconnect_OutdatedClient:
exitReasonStringId = IDS_DISCONNECTED_CLIENT_OLD;
exitReasonTitleId = IDS_CANTJOIN_TITLE;
break;
case DisconnectPacket::eDisconnect_ServerFull:
exitReasonStringId = IDS_DISCONNECTED_SERVER_FULL;
exitReasonTitleId = IDS_CANTJOIN_TITLE;
break;
#if defined __ORBIS__ || defined __PS3__ || defined __PSVITA__
case DisconnectPacket::eDisconnect_NATMismatch:
exitReasonStringId = IDS_DISCONNECTED_NAT_TYPE_MISMATCH;
exitReasonTitleId = IDS_CONNECTION_FAILED;
break;
#endif
default:
exitReasonStringId = IDS_DISCONNECTED;
}
//pMinecraft->progressRenderer->progressStartNoAbort( exitReasonStringId );
UINT uiIDA[1];
uiIDA[0]=IDS_CONFIRM_OK;
ui.RequestErrorMessage( exitReasonTitleId, exitReasonStringId, uiIDA,1,ProfileManager.GetPrimaryPad());
exitReasonStringId = -1;
}
}
// 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.
while( g_NetworkManager.IsNetworkThreadRunning() )
{
Sleep(1);
}
pMinecraft->setLevel(NULL,exitReasonStringId,nullptr,saveStats);
TelemetryManager->Flush();
app.m_gameRules.unloadCurrentGameRules();
//app.m_Audio.unloadCurrentAudioDetails();
MinecraftServer::resetFlags();
// Fix for #48385 - BLACK OPS :TU5: Functional: Client becomes pseudo soft-locked when returned to the main menu after a remote disconnect
// Make sure there is text explaining why the player is waiting
pMinecraft->progressRenderer->progressStart(IDS_EXITING_GAME);
// Fix for #13259 - CRASH: Gameplay: loading process is halted when player loads saved data
// We can't start/join a new game until the session is destroyed, so wait for it to be idle again
while( g_NetworkManager.IsInSession() )
{
Sleep(1);
}
app.SetChangingSessionType(false);
app.SetReallyChangingSessionType(false);
#if defined(_XBOX_ONE) || defined(__ORBIS__)
// Make sure we don't think saving is disabled in the menus
StorageManager.SetSaveDisabled(false);
#endif
}
int IUIScene_PauseMenu::SaveGameDialogReturned(void *pParam,int iPad,C4JStorage::EMessageResult result)
{
// results switched for this dialog
if(result==C4JStorage::EMessage_ResultDecline)
{
#if defined(_XBOX_ONE) || defined(__ORBIS__)
UINT uiIDA[2];
uiIDA[0]=IDS_CONFIRM_CANCEL;
uiIDA[1]=IDS_CONFIRM_OK;
ui.RequestAlertMessage(IDS_TITLE_ENABLE_AUTOSAVE, IDS_CONFIRM_ENABLE_AUTOSAVE, uiIDA, 2, iPad,&IUIScene_PauseMenu::EnableAutosaveDialogReturned,pParam);
#else
// flag a app action of save game
app.SetAction(iPad,eAppAction_SaveGame);
#endif
}
return 0;
}
int IUIScene_PauseMenu::EnableAutosaveDialogReturned(void *pParam,int iPad,C4JStorage::EMessageResult result)
{
// results switched for this dialog
if(result==C4JStorage::EMessage_ResultDecline)
{
// Set the global flag, so that we don't disable saving again once the save is complete
app.SetGameHostOption(eGameHostOption_DisableSaving, 0);
}
else
{
// Set the global flag, so that we do disable saving again once the save is complete
// We need to set this on as we may have only disabled it due to having a trial texture pack
app.SetGameHostOption(eGameHostOption_DisableSaving, 1);
}
// Re-enable saving temporarily
StorageManager.SetSaveDisabled(false);
// flag a app action of save game
app.SetAction(iPad,eAppAction_SaveGame);
return 0;
}
int IUIScene_PauseMenu::DisableAutosaveDialogReturned(void *pParam,int iPad,C4JStorage::EMessageResult result)
{
// results switched for this dialog
if(result==C4JStorage::EMessage_ResultDecline)
{
// Set the global flag, so that we disable saving again once the save is complete
app.SetGameHostOption(eGameHostOption_DisableSaving, 1);
StorageManager.SetSaveDisabled(false);
// flag a app action of save game
app.SetAction(iPad,eAppAction_SaveGame);
}
return 0;
}