Files
MinecraftConsoles/Minecraft.Client/Durango/Network/DQRNetworkManager_FriendSessions.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

591 lines
20 KiB
C++

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