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.
591 lines
20 KiB
C++
591 lines
20 KiB
C++
#include "stdafx.h"
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#include "DQRNetworkManager.h"
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#include "PartyController.h"
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#include <collection.h>
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#include <ppltasks.h>
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#include <ws2tcpip.h>
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#include "..\Minecraft.World\StringHelpers.h"
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#include "base64.h"
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#ifdef _DURANGO
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#include "..\Minecraft.World\DurangoStats.h"
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#endif
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#include "ChatIntegrationLayer.h"
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using namespace Concurrency;
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using namespace Windows::Foundation::Collections;
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// Returns true if we are already processing a request to find game parties of friends
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bool DQRNetworkManager::FriendPartyManagerIsBusy()
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{
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if( m_GetFriendPartyThread )
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{
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if( m_GetFriendPartyThread->isRunning() )
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{
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return true;
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}
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}
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return false;
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}
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// Returns the total count of game parties that we found for our friends
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int DQRNetworkManager::FriendPartyManagerGetCount()
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{
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return m_sessionResultCount;
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}
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// Initiate the (asynchronous) search for game parties of our friends
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bool DQRNetworkManager::FriendPartyManagerSearch()
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{
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if( m_GetFriendPartyThread )
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{
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if( m_GetFriendPartyThread->isRunning() )
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{
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return false;
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}
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}
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m_sessionResultCount = 0;
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delete [] m_sessionSearchResults;
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m_sessionSearchResults = NULL;
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m_GetFriendPartyThread = new C4JThread(&_GetFriendsThreadProc,this,"GetFriendsThreadProc");
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m_GetFriendPartyThread->Run();
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return true;
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}
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// Get a particular search result for a game party that we have discovered. Index should be from 0 to the value returned by FriendPartyManagerGetCount.
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void DQRNetworkManager::FriendPartyManagerGetSessionInfo(int idx, SessionSearchResult *searchResult)
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{
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assert( idx < m_sessionResultCount );
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assert( ( m_GetFriendPartyThread == NULL ) || ( !m_GetFriendPartyThread->isRunning()) );
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// Need to make sure that copied data has independently allocated m_extData, so both copies can be freed
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*searchResult = m_sessionSearchResults[idx];
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searchResult->m_extData = malloc(sizeof(GameSessionData));
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memcpy(searchResult->m_extData, m_sessionSearchResults[idx].m_extData, sizeof(GameSessionData));
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}
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int DQRNetworkManager::_GetFriendsThreadProc(void* lpParameter)
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{
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DQRNetworkManager *pDQR = (DQRNetworkManager *)lpParameter;
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return pDQR->GetFriendsThreadProc();
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}
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// This is the main thread that is kicked off to find game sessions associated with our friends. We have to do this
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// by finding parties associated with our friends, and from the parties get the assocated game session.
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int DQRNetworkManager::GetFriendsThreadProc()
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{
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LogComment(L"Starting GetFriendsThreadProc");
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WXS::User^ primaryUser = ProfileManager.GetUser(0);
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if( primaryUser == nullptr )
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{
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return -1;
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}
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MXS::XboxLiveContext^ primaryUserXboxLiveContext = ref new MXS::XboxLiveContext(primaryUser);
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if( primaryUserXboxLiveContext == nullptr )
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{
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return -1;
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}
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MXSS::XboxSocialRelationshipResult^ socialRelationshipResult = nullptr;
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// First get our friends list (people we follow who may or may not follow us back), note we're requesting all friends
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auto getSocialRelationshipsAsync = primaryUserXboxLiveContext->SocialService->GetSocialRelationshipsAsync(MXSS::SocialRelationship::All, 0, 1100);
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create_task(getSocialRelationshipsAsync).then([this,&socialRelationshipResult](task<MXSS::XboxSocialRelationshipResult^> t)
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{
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try
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{
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socialRelationshipResult = t.get();
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}
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catch (Platform::COMException^ ex)
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{
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LogCommentWithError( L"GetSocialRelationshipsAsync failed", ex->HResult );
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}
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})
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.wait();
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if( socialRelationshipResult == nullptr )
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{
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return -1;
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}
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IVector<Platform::String^>^ friendXUIDs = ref new Platform::Collections::Vector<Platform::String^>;
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// Now construct a vector of these users, that follow us back - these are our "friends"
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for( int i = 0; i < socialRelationshipResult->TotalCount; i++ )
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{
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MXSS::XboxSocialRelationship^ relationship = socialRelationshipResult->Items->GetAt(i);
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if(relationship->IsFollowingCaller)
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{
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friendXUIDs->Append(relationship->XboxUserId);
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}
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}
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// If we don't have any such friends, we're done
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if( friendXUIDs->Size == 0 )
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{
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return 0;
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}
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// Now get party associations for these friends
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auto getPartyAssociationsAsync = WXM::Party::GetUserPartyAssociationsAsync(primaryUser, friendXUIDs->GetView() );
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IVectorView<WXM::UserPartyAssociation^>^ partyResults = nullptr;
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create_task(getPartyAssociationsAsync).then([this,&partyResults](task<IVectorView<WXM::UserPartyAssociation^>^> t)
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{
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try
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{
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partyResults = t.get();
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}
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catch (Platform::COMException^ ex)
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{
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LogCommentWithError( L"getPartyAssociationsAsync failed", ex->HResult );
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}
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})
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.wait();
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if( partyResults == nullptr )
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{
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return -1;
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}
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if( partyResults->Size == 0 )
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{
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return 0;
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}
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// Filter these parties by whether we have permission to see them online
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partyResults = FilterPartiesByPermission(primaryUserXboxLiveContext, partyResults);
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// At this point, we have Party Ids for our friends. Now we need to get Party Views for each of these Ids.
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LogComment("Parties found");
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// Get party views for each of the user party associations that we have. These seem to be able to (individually) raise errors, so
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// accumulate results into 2 matched vectors declared below so that we can ignore any broken UserPartyAssociations from now
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vector<WXM::PartyView^> partyViewVector;
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vector<WXM::UserPartyAssociation^> partyResultsVector;
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vector<task<void>> taskVector;
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for each(WXM::UserPartyAssociation^ remoteParty in partyResults)
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{
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auto asyncOp = WXM::Party::GetPartyViewByPartyIdAsync( primaryUser, remoteParty->PartyId );
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task<WXM::PartyView^> asyncTask = create_task(asyncOp);
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taskVector.push_back(asyncTask.then([this, &partyViewVector, &partyResultsVector, remoteParty] (task<WXM::PartyView^> t)
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{
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try
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{
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WXM::PartyView^ partyView = t.get();
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if( partyView != nullptr )
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{
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app.DebugPrintf("Got party view\n");
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EnterCriticalSection(&m_csPartyViewVector);
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partyViewVector.push_back(partyView);
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partyResultsVector.push_back(remoteParty);
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LeaveCriticalSection(&m_csPartyViewVector);
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}
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}
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catch ( Platform::COMException^ ex )
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{
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app.DebugPrintf("Getting party view error 0x%x\n",ex->HResult);
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}
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}));
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}
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for( auto it = taskVector.begin(); it != taskVector.end(); it++ )
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{
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it->wait();
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}
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if( partyViewVector.size() == 0 )
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{
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return 0;
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}
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// Filter the party view, and party results vector (partyResultsVector) this is matched to, to remove any that don't have game sessions - or game sessions that aren't this game
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vector<WXM::PartyView^> partyViewVectorFiltered;
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vector<WXM::UserPartyAssociation^> partyResultsFiltered;
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for( int i = 0; i < partyViewVector.size(); i++ )
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{
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WXM::PartyView^ partyView = partyViewVector[i];
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if( partyView->Joinability == WXM::SessionJoinability::JoinableByFriends )
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{
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if( partyView->GameSession )
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{
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if( partyView->GameSession->ServiceConfigurationId == SERVICE_CONFIG_ID )
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{
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partyViewVectorFiltered.push_back( partyView );
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partyResultsFiltered.push_back( partyResultsVector[i] );
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}
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}
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}
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}
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// We now have matched vectors:
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//
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// partyResultsFiltered
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// partyViewVectorFiltered
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//
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// and, from the party views, we can now attempt to get game sessions
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vector<MXSM::MultiplayerSession^> sessionVector;
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vector<WXM::PartyView^> partyViewVectorValid;
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vector<WXM::UserPartyAssociation^> partyResultsValid;
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for( int i = 0; i < partyViewVectorFiltered.size(); i++ )
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{
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WXM::PartyView^ partyView = partyViewVectorFiltered[i];
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Microsoft::Xbox::Services::Multiplayer::MultiplayerSessionReference^ sessionRef = ConvertToMicrosoftXboxServicesMultiplayerSessionReference(partyView->GameSession);
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LogComment(L"Party view vector " + sessionRef->SessionName + L" " + partyResultsFiltered[i]->QueriedXboxUserIds->GetAt(0));
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MXSM::MultiplayerSession^ session = nullptr;
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auto asyncOp = primaryUserXboxLiveContext->MultiplayerService->GetCurrentSessionAsync( sessionRef );
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create_task(asyncOp).then([&session] (task<MXSM::MultiplayerSession^> t)
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{
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try
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{
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session = t.get();
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}
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catch (Platform::COMException^ ex)
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{
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}
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})
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.wait();
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if( session )
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{
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sessionVector.push_back(session);
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partyViewVectorValid.push_back(partyView);
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partyResultsValid.push_back(partyResultsFiltered[i]);
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}
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}
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if( sessionVector.size() == 0 )
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{
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return 0;
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}
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// We now have matched vectors:
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//
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// partyResultsValid
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// partyViewVectorValid
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// sessionVector
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// The next stage is to resolve the display names for the XUIDs of all the players in each of the sessions. It is possible that
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// a session won't have any XUIDs to resolve, which would make GetUserProfilesAsync unhappy, so we'll only be creating a task
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// when there are members. Creating new matching arrays for party results and sessions, to match the results (we don't care about the party view anymore)
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vector<task<IVectorView<MXSS::XboxUserProfile^>^>> nameResolveTaskVector;
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vector<IVectorView<MXSS::XboxUserProfile^>^> nameResolveVector;
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vector<MXSM::MultiplayerSession^> newSessionVector;
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vector<WXM::UserPartyAssociation^> newPartyVector;
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for( int j = 0; j < sessionVector.size(); j++ )
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{
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MXSM::MultiplayerSession^ session = sessionVector[j];
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IVector<Platform::String^>^ memberXUIDs = ref new Platform::Collections::Vector<Platform::String^>;
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Windows::Data::Json::JsonArray^ roomSyncArray = nullptr;
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try
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{
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Windows::Data::Json::JsonObject^ customJson = Windows::Data::Json::JsonObject::Parse(session->SessionProperties->SessionCustomPropertiesJson);
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Windows::Data::Json::JsonValue^ customValue = customJson->GetNamedValue(L"RoomSyncData");
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roomSyncArray = customValue->GetArray();
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LogComment("Attempting to parse RoomSyncData");
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for( int i = 0; i < roomSyncArray->Size; i++ )
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{
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LogComment(roomSyncArray->GetAt(i)->GetString());
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}
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}
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catch (Platform::COMException^ ex)
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{
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LogCommentWithError( L"Custom RoomSyncData Parse/GetNamedValue failed", ex->HResult );
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continue;
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}
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if( roomSyncArray && ( roomSyncArray->Size > 0 ) )
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{
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// For each session, we want to order these XUIDs so the display name of the first one is what we will name the session by. Prioritise doing this by:
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//
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// (1) If the host player (indicated by having a small id of 0) is our friend, use that
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// (2) Otherwise use anyone who is our friend
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// Default to true
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bool friendsOfFriends = true;
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int hostIndexFound = -1;
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int friendIndexFound = -1;
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friendsOfFriends = IsSessionFriendsOfFriends(session);
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for( int i = 0; i < roomSyncArray->Size; i++ )
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{
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Platform::String^ roomSyncXuid = roomSyncArray->GetAt(i)->GetString();
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// Determine if this player is a friend
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bool isFriend = false;
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for each( Platform::String^ friendXUID in friendXUIDs )
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{
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if( friendXUID == roomSyncXuid )
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{
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isFriend = true;
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break;
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}
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}
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bool isHost = i == 0;
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// Store that what we found at this index if it is a friend, or a friend who is a host
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if( isFriend && ( friendsOfFriends || isHost ) )
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{
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friendIndexFound = i;
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if( isHost ) // Host is always in slot 0
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{
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hostIndexFound = i;
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}
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}
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}
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// Prefer to use index of host who is our friend
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int bestIndex = friendIndexFound;
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if( hostIndexFound != -1 )
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{
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bestIndex = hostIndexFound;
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}
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// Only consider if we have at least found one friend in the list of players
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if( bestIndex != -1 )
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{
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// Compile list of XUIDs to resolve with our specially chosen player as entry 0, then the rest
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memberXUIDs->Append(roomSyncArray->GetAt(bestIndex)->GetString());
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for( int i = 0; i < roomSyncArray->Size; i++ )
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{
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if( i != bestIndex )
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{
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memberXUIDs->Append(roomSyncArray->GetAt(i)->GetString());
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}
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}
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nameResolveTaskVector.push_back( create_task( primaryUserXboxLiveContext->ProfileService->GetUserProfilesAsync( memberXUIDs->GetView() ) ) );
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newSessionVector.push_back(session);
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newPartyVector.push_back(partyResultsValid[j]);
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}
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}
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}
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try
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{
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auto joinTask = when_all(begin(nameResolveTaskVector), end(nameResolveTaskVector) ).then([this, &nameResolveVector](vector<IVectorView<MXSS::XboxUserProfile^>^> results)
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{
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nameResolveVector = results;
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})
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.wait();
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}
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catch(Platform::COMException^ ex)
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{
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return -1;
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}
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// We now have matched vectors:
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//
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// newPartyVector - contains the party Ids that we'll need should we wish to join
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// nameResolveVector - contains vectors views of the names of the members of the session each of these parties is in
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// newSessionVector - contains the session information itself associated with each of the parties
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// Construct the final result vector
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m_sessionResultCount = newSessionVector.size();
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m_sessionSearchResults = new SessionSearchResult[m_sessionResultCount];
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for( int i = 0; i < m_sessionResultCount; i++ )
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{
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m_sessionSearchResults[i].m_partyId = newPartyVector[i]->PartyId->Data();
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m_sessionSearchResults[i].m_sessionName = newSessionVector[i]->SessionReference->SessionName->Data();
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for( int j = 0; j < nameResolveVector[i]->Size; j++ )
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{
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m_sessionSearchResults[i].m_playerNames[j] = nameResolveVector[i]->GetAt(j)->GameDisplayName->Data();
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m_sessionSearchResults[i].m_playerXuids[j] = PlayerUID(nameResolveVector[i]->GetAt(j)->XboxUserId->Data());
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}
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m_sessionSearchResults[i].m_playerCount = nameResolveVector[i]->Size;
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m_sessionSearchResults[i].m_usedSlotCount = newSessionVector[i]->Members->Size;
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if( m_sessionSearchResults[i].m_usedSlotCount > MAX_ONLINE_PLAYER_COUNT )
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{
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// Don't think this could ever happen, but no harm in checking
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m_sessionSearchResults[i].m_usedSlotCount = MAX_ONLINE_PLAYER_COUNT;
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}
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for( int j = 0; j < m_sessionSearchResults[i].m_usedSlotCount; j++ )
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{
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m_sessionSearchResults[i].m_sessionXuids[j] = wstring( newSessionVector[i]->Members->GetAt(j)->XboxUserId->Data() );
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}
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m_sessionSearchResults[i].m_extData = malloc( sizeof(GameSessionData) );
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memset( m_sessionSearchResults[i].m_extData, 0, sizeof(GameSessionData) );
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GetGameSessionData(newSessionVector[i], m_sessionSearchResults[i].m_extData);
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}
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return 0;
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}
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// Filters list of parties based on online presence permission (whether the friend is set to invisible or not)
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IVectorView<WXM::UserPartyAssociation^>^ DQRNetworkManager::FilterPartiesByPermission(MXS::XboxLiveContext ^context, IVectorView<WXM::UserPartyAssociation^>^ partyResults)
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{
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Platform::Collections::Vector<WXM::UserPartyAssociation^>^ filteredPartyResults = ref new Platform::Collections::Vector<WXM::UserPartyAssociation^>();
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// List of permissions we want
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auto permissionIds = ref new Platform::Collections::Vector<Platform::String^>(1, ref new Platform::String(L"ViewTargetPresence"));
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// List of target users
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auto targetXboxUserIds = ref new Platform::Collections::Vector<Platform::String^>();
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for (int i = 0; i < partyResults->Size; i++)
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{
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assert(partyResults->GetAt(i)->QueriedXboxUserIds->Size > 0);
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targetXboxUserIds->Append( partyResults->GetAt(i)->QueriedXboxUserIds->GetAt(0) );
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}
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// Check
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auto checkPermissionsAsync = context->PrivacyService->CheckMultiplePermissionsWithMultipleTargetUsersAsync(permissionIds->GetView(), targetXboxUserIds->GetView());
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create_task(checkPermissionsAsync).then([&partyResults, &filteredPartyResults](task<IVectorView<MXS::Privacy::MultiplePermissionsCheckResult^>^> t)
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{
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try
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{
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auto results = t.get();
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// For each party, check to see if we have permission for the user
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for (int i = 0; i < partyResults->Size; i++)
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{
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// For each permissions result
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for (int j = 0; j < results->Size; j++)
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{
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auto result = results->GetAt(j);
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// If allowed to see this user AND it's the same user, add the party to the just
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if ((result->Items->GetAt(0)->IsAllowed) && (partyResults->GetAt(i)->QueriedXboxUserIds->GetAt(0) == result->XboxUserId))
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{
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filteredPartyResults->Append(partyResults->GetAt(i));
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break;
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}
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}
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}
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}
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catch (Platform::COMException^ ex)
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{
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LogCommentWithError( L"CheckMultiplePermissionsWithMultipleTargetUsersAsync failed", ex->HResult );
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}
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})
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.wait();
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app.DebugPrintf("DQRNetworkManager::FilterPartiesByPermission: Removed %i parties because of online presence permissions\n", partyResults->Size - filteredPartyResults->Size);
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return filteredPartyResults->GetView();
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}
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// Get all friends (list of XUIDs) syncronously from the service (slow, may take 300ms+), returns empty list if something goes wrong
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Platform::Collections::Vector<Platform::String^>^ DQRNetworkManager::GetFriends()
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{
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auto friends = ref new Platform::Collections::Vector<Platform::String^>;
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auto primaryUser = ProfileManager.GetUser(0);
|
|
if (primaryUser == nullptr)
|
|
{
|
|
// Return empty
|
|
return friends;
|
|
}
|
|
|
|
auto xboxLiveContext = ref new MXS::XboxLiveContext(primaryUser);
|
|
|
|
// Request ALL friends because there's no other way to check friendships without using the REST API
|
|
auto getSocialRelationshipsAsync = xboxLiveContext->SocialService->GetSocialRelationshipsAsync(MXSS::SocialRelationship::All, 0, 1100);
|
|
MXSS::XboxSocialRelationshipResult^ socialRelationshipResult = nullptr;
|
|
|
|
// First get our friends list (people we follow who may or may not follow us back)
|
|
Concurrency::create_task(getSocialRelationshipsAsync).then([&socialRelationshipResult](Concurrency::task<MXSS::XboxSocialRelationshipResult^> t)
|
|
{
|
|
try
|
|
{
|
|
socialRelationshipResult = t.get();
|
|
}
|
|
catch (Platform::COMException^ ex)
|
|
{
|
|
app.DebugPrintf("DQRNetworkManager::GetFriends: GetSocialRelationshipsAsync failed ()\n", ex->HResult);
|
|
}
|
|
})
|
|
.wait();
|
|
|
|
if (socialRelationshipResult == nullptr)
|
|
{
|
|
// Return empty
|
|
return friends;
|
|
}
|
|
|
|
app.DebugPrintf("DQRNetworkManager::GetFriends: Retrieved %i relationships\n", socialRelationshipResult->TotalCount);
|
|
|
|
// Now construct a vector of these users, that follow us back - these are our "friends"
|
|
for( int i = 0; i < socialRelationshipResult->TotalCount; i++ )
|
|
{
|
|
MXSS::XboxSocialRelationship^ relationship = socialRelationshipResult->Items->GetAt(i);
|
|
if(relationship->IsFollowingCaller)
|
|
{
|
|
app.DebugPrintf("DQRNetworkManager::GetFriends: Found friend \"%ls\"\n", relationship->XboxUserId->Data());
|
|
friends->Append(relationship->XboxUserId);
|
|
}
|
|
}
|
|
|
|
app.DebugPrintf("DQRNetworkManager::GetFriends: Found %i 2-way friendships\n", friends->Size);
|
|
|
|
return friends;
|
|
}
|
|
|
|
// If data for game settings exists returns FriendsOfFriends value, otherwise returns true
|
|
bool DQRNetworkManager::IsSessionFriendsOfFriends(MXSM::MultiplayerSession^ session)
|
|
{
|
|
// Default to true, don't want to incorrectly prevent joining
|
|
bool friendsOfFriends = true;
|
|
|
|
// We retrieve the game session data later too, shouldn't really duplicate this
|
|
void *gameSessionData = malloc( sizeof(GameSessionData));
|
|
memset(gameSessionData, 0, sizeof(GameSessionData));
|
|
|
|
bool result = GetGameSessionData(session, gameSessionData);
|
|
|
|
if (result)
|
|
{
|
|
friendsOfFriends = app.GetGameHostOption(((GameSessionData *)gameSessionData)->m_uiGameHostSettings, eGameHostOption_FriendsOfFriends);
|
|
}
|
|
|
|
free(gameSessionData);
|
|
|
|
return friendsOfFriends;
|
|
}
|
|
|
|
// Parses custom json data from session and populates game session data param, return true if parse succeeded
|
|
bool DQRNetworkManager::GetGameSessionData(MXSM::MultiplayerSession^ session, void *gameSessionData)
|
|
{
|
|
Platform::String ^gameSessionDataJson = session->SessionProperties->SessionCustomPropertiesJson;
|
|
if( gameSessionDataJson )
|
|
{
|
|
try
|
|
{
|
|
Windows::Data::Json::JsonObject^ customParam = Windows::Data::Json::JsonObject::Parse(gameSessionDataJson);
|
|
Windows::Data::Json::JsonValue^ customValue = customParam->GetNamedValue(L"GameSessionData");
|
|
Platform::String ^customValueString = customValue->GetString();
|
|
if( customValueString )
|
|
{
|
|
base64_decode( customValueString, (unsigned char *)gameSessionData, sizeof(GameSessionData) );
|
|
return true;
|
|
}
|
|
}
|
|
catch (Platform::COMException^ ex)
|
|
{
|
|
LogCommentWithError( L"Custom GameSessionData parameter Parse/GetNamedValue failed", ex->HResult );
|
|
}
|
|
}
|
|
|
|
return false;
|
|
} |