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.
939 lines
28 KiB
C++
939 lines
28 KiB
C++
#include "stdafx.h"
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#include "..\..\..\Minecraft.World\Socket.h"
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#include "..\..\..\Minecraft.World\StringHelpers.h"
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#include "PlatformNetworkManagerDurango.h"
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#include "NetworkPlayerDurango.h"
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CPlatformNetworkManagerDurango *g_pPlatformNetworkManager;
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void CPlatformNetworkManagerDurango::HandleStateChange(DQRNetworkManager::eDQRNetworkManagerState oldState, DQRNetworkManager::eDQRNetworkManagerState newState)
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{
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static const char * c_apszStateNames[] =
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{
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"DNM_STATE_INITIALISING",
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"DNM_STATE_INITIALISE_FAILED",
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"DNM_STATE_IDLE",
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"DNM_STATE_HOSTING",
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"DNM_STATE_JOINING",
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"DNM_STATE_STARTING",
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"DNM_STATE_PLAYING",
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"DNM_STATE_LEAVING",
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"DNM_STATE_ENDING",
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};
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app.DebugPrintf( "Network State: %s ==> %s\n",
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c_apszStateNames[ oldState ],
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c_apszStateNames[ newState ] );
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if( newState == DQRNetworkManager::DNM_STATE_HOSTING )
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{
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m_bLeavingGame = false;
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m_bLeaveGameOnTick = false;
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m_bHostChanged = false;
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g_NetworkManager.StateChange_AnyToHosting();
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}
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else if( newState == DQRNetworkManager::DNM_STATE_JOINING )
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{
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m_bLeavingGame = false;
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m_bLeaveGameOnTick = false;
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m_bHostChanged = false;
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g_NetworkManager.StateChange_AnyToJoining();
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}
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else if( newState == DQRNetworkManager::DNM_STATE_IDLE && oldState == DQRNetworkManager::DNM_STATE_JOINING )
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{
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g_NetworkManager.StateChange_JoiningToIdle(JOIN_FAILED_NONSPECIFIC);
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}
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else if( newState == DQRNetworkManager::DNM_STATE_IDLE && oldState == DQRNetworkManager::DNM_STATE_HOSTING )
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{
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m_bLeavingGame = true;
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}
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else if( newState == DQRNetworkManager::DNM_STATE_STARTING )
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{
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m_lastPlayerEventTimeStart = app.getAppTime();
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g_NetworkManager.StateChange_AnyToStarting();
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}
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// Fix for #93148 - TCR 001: BAS Game Stability: Title will crash for the multiplayer client if host of the game will exit during the clients loading to created world.
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// 4J Stu - If the client joins just as the host is exiting, then they can skip to leaving without passing through ending
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else if( newState == DQRNetworkManager::DNM_STATE_ENDING )
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{
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g_NetworkManager.StateChange_AnyToEnding( oldState == DQRNetworkManager::DNM_STATE_PLAYING );
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if( m_pDQRNet->IsHost() )
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{
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m_bLeavingGame = true;
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}
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}
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if( newState == DQRNetworkManager::DNM_STATE_IDLE )
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{
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g_NetworkManager.StateChange_AnyToIdle();
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}
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}
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void CPlatformNetworkManagerDurango::HandlePlayerJoined(DQRNetworkPlayer *pDQRPlayer)
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{
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const char * pszDescription;
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// If this is a local player, we need to inform the chat system that it has joined
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if( pDQRPlayer->IsLocal() )
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{
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m_pDQRNet->ChatPlayerJoined(pDQRPlayer->GetLocalPlayerIndex());
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}
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// 4J Stu - We create a fake socket for every where that we need an INBOUND queue of game data. Outbound
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// is all handled by QNet so we don't need that. Therefore each client player has one, and the host has one
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// for each client player.
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bool createFakeSocket = false;
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bool localPlayer = false;
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NetworkPlayerDurango *networkPlayer = (NetworkPlayerDurango *)addNetworkPlayer(pDQRPlayer);
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// Request full display name for this player
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m_pDQRNet->RequestDisplayName(pDQRPlayer);
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if( pDQRPlayer->IsLocal() )
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{
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localPlayer = true;
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if( pDQRPlayer->IsHost() )
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{
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pszDescription = "local host";
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// 4J Stu - No socket for the localhost as it uses a special loopback queue
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m_machineDQRPrimaryPlayers.push_back( pDQRPlayer );
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}
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else
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{
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pszDescription = "local";
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// We need an inbound queue on all local players to receive data from the host
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createFakeSocket = true;
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}
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}
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else
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{
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if( pDQRPlayer->IsHost() )
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{
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pszDescription = "remote host";
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}
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else
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{
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pszDescription = "remote";
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// If we are the host, then create a fake socket for every remote player
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if( m_pDQRNet->IsHost() )
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{
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createFakeSocket = true;
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}
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}
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if( m_pDQRNet->IsHost() && !m_bHostChanged )
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{
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// Do we already have a primary player for this system?
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bool systemHasPrimaryPlayer = false;
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for ( DQRNetworkPlayer *pQNetPrimaryPlayer : m_machineDQRPrimaryPlayers )
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{
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if( pDQRPlayer->IsSameSystem(pQNetPrimaryPlayer) )
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{
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systemHasPrimaryPlayer = true;
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break;
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}
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}
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if( !systemHasPrimaryPlayer )
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m_machineDQRPrimaryPlayers.push_back( pDQRPlayer );
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}
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}
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g_NetworkManager.PlayerJoining( networkPlayer );
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if( createFakeSocket == true && !m_bHostChanged )
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{
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g_NetworkManager.CreateSocket( networkPlayer, localPlayer );
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}
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app.DebugPrintf( "Player 0x%p \"%ls\" joined; %s; voice %i; camera %i.\n",
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pDQRPlayer,
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pDQRPlayer->GetGamertag(),
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pszDescription,
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(int) pDQRPlayer->HasVoice(),
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(int) pDQRPlayer->HasCamera() );
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if( m_pDQRNet->IsHost() )
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{
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g_NetworkManager.UpdateAndSetGameSessionData();
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SystemFlagAddPlayer( networkPlayer );
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}
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for( int idx = 0; idx < XUSER_MAX_COUNT; ++idx)
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{
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if(playerChangedCallback[idx] != NULL)
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playerChangedCallback[idx]( playerChangedCallbackParam[idx], networkPlayer, false );
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}
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if(m_pDQRNet->GetState() == QNET_STATE_GAME_PLAY)
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{
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int localPlayerCount = 0;
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for(unsigned int idx = 0; idx < XUSER_MAX_COUNT; ++idx)
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{
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if( m_pDQRNet->GetLocalPlayerByUserIndex(idx) != NULL ) ++localPlayerCount;
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}
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float appTime = app.getAppTime();
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// Only record stats for the primary player here
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m_lastPlayerEventTimeStart = appTime;
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}
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}
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void CPlatformNetworkManagerDurango::HandlePlayerLeaving(DQRNetworkPlayer *pDQRPlayer)
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{
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//__debugbreak();
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app.DebugPrintf( "Player 0x%p leaving.\n",
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pDQRPlayer );
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INetworkPlayer *networkPlayer = getNetworkPlayer(pDQRPlayer);
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if( networkPlayer )
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{
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// Get our wrapper object associated with this player.
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Socket *socket = networkPlayer->GetSocket();
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if( socket != NULL )
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{
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// If we are in game then remove this player from the game as well.
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// We may get here either from the player requesting to exit the game,
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// in which case we they will already have left the game server, or from a disconnection
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// where we then have to remove them from the game server
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if( m_pDQRNet->IsHost() && !m_bHostChanged )
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{
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g_NetworkManager.CloseConnection(networkPlayer);
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}
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// Free the wrapper object memory.
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// TODO 4J Stu - We may still be using this at the point that the player leaves the session.
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// We need this as long as the game server still needs to communicate with the player
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//delete socket;
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networkPlayer->SetSocket( NULL );
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}
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if( m_pDQRNet->IsHost() && !m_bHostChanged )
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{
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if( isSystemPrimaryPlayer(pDQRPlayer) )
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{
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DQRNetworkPlayer *pNewDQRPrimaryPlayer = NULL;
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for(unsigned int i = 0; i < m_pDQRNet->GetPlayerCount(); ++i )
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{
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DQRNetworkPlayer *pDQRPlayer2 = m_pDQRNet->GetPlayerByIndex( i );
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if( pDQRPlayer2 != pDQRPlayer && pDQRPlayer2->IsSameSystem( pDQRPlayer ) )
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{
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pNewDQRPrimaryPlayer = pDQRPlayer2;
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break;
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}
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}
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auto it = find(m_machineDQRPrimaryPlayers.begin(), m_machineDQRPrimaryPlayers.end(), pDQRPlayer);
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if( it != m_machineDQRPrimaryPlayers.end() )
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{
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m_machineDQRPrimaryPlayers.erase( it );
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}
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if( pNewDQRPrimaryPlayer != NULL )
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m_machineDQRPrimaryPlayers.push_back( pNewDQRPrimaryPlayer );
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}
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g_NetworkManager.UpdateAndSetGameSessionData( networkPlayer );
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SystemFlagRemovePlayer( networkPlayer );
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}
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g_NetworkManager.PlayerLeaving( networkPlayer );
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for( int idx = 0; idx < XUSER_MAX_COUNT; ++idx)
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{
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if(playerChangedCallback[idx] != NULL)
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playerChangedCallback[idx]( playerChangedCallbackParam[idx], networkPlayer, true );
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}
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if(m_pDQRNet->GetState() == DQRNetworkManager::DNM_STATE_PLAYING)
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{
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int localPlayerCount = 0;
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for(unsigned int idx = 0; idx < XUSER_MAX_COUNT; ++idx)
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{
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if( m_pDQRNet->GetLocalPlayerByUserIndex(idx) != NULL ) ++localPlayerCount;
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}
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float appTime = app.getAppTime();
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m_lastPlayerEventTimeStart = appTime;
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}
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removeNetworkPlayer(pDQRPlayer);
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}
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}
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void CPlatformNetworkManagerDurango::HandleDataReceived(DQRNetworkPlayer *playerFrom, DQRNetworkPlayer *playerTo, unsigned char *data, unsigned int dataSize)
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{
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#if 0
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// TODO - put this back in
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if(m_pSQRNet->GetState() == SQRNetworkManager::SNM_STATE_ENDING)
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{
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return;
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}
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#endif
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if( playerTo->IsHost() )
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{
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// If we are the host we care who this came from
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//app.DebugPrintf( "Pushing data into host read queue for user \"%ls\"\n", pPlayerFrom->GetGamertag());
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// Push this data into the read queue for the player that sent it
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INetworkPlayer *pPlayerFrom = getNetworkPlayer(playerFrom);
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Socket *socket = pPlayerFrom->GetSocket();
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if(socket != NULL)
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socket->pushDataToQueue(data, dataSize, false);
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}
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else
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{
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// If we are not the host the message must have come from the host, so we care more about who it is addressed to
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INetworkPlayer *pPlayerTo = getNetworkPlayer(playerTo);
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Socket *socket = pPlayerTo->GetSocket();
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//app.DebugPrintf( "Pushing data into read queue for user \"%ls\"\n", apPlayersTo[dwPlayer]->GetGamertag());
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if(socket != NULL)
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socket->pushDataToQueue(data, dataSize);
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}
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}
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void CPlatformNetworkManagerDurango::HandleInviteReceived(int playerIndex, DQRNetworkManager::SessionInfo *pInviteInfo)
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{
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g_NetworkManager.GameInviteReceived(playerIndex, pInviteInfo);
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}
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bool CPlatformNetworkManagerDurango::Initialise(CGameNetworkManager *pGameNetworkManager, int flagIndexSize)
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{
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m_pDQRNet = new DQRNetworkManager(this);
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m_pDQRNet->Initialise();
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m_hostGameSessionIsJoinable = false;
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m_pGameNetworkManager = pGameNetworkManager;
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m_flagIndexSize = flagIndexSize;
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g_pPlatformNetworkManager = this;
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for( int i = 0; i < XUSER_MAX_COUNT; i++ )
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{
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playerChangedCallback[ i ] = NULL;
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}
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m_bLeavingGame = false;
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m_bLeaveGameOnTick = false;
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m_bHostChanged = false;
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m_bSearchResultsReady = false;
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m_bSearchPending = false;
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m_bIsOfflineGame = false;
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m_pSearchParam = NULL;
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m_SessionsUpdatedCallback = NULL;
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m_searchResultsCount = 0;
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m_lastSearchStartTime = 0;
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// The results that will be filled in with the current search
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m_pSearchResults = NULL;
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Windows::Networking::Connectivity::NetworkInformation::NetworkStatusChanged += ref new Windows::Networking::Connectivity::NetworkStatusChangedEventHandler( []( Platform::Object^ pxObject )
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{
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app.DebugPrintf("NetworkStatusChanged callback\n" );
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auto internetProfile = Windows::Networking::Connectivity::NetworkInformation::GetInternetConnectionProfile();
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if (internetProfile != nullptr)
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{
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auto connectionLevel = internetProfile->GetNetworkConnectivityLevel();
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app.DebugPrintf("Connection level has changed to (%d)\n", connectionLevel);
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//int iPrimaryPlayer = g_NetworkManager.GetPrimaryPad();
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//bool bConnected = (connectionLevel == Windows::Networking::Connectivity::NetworkConnectivityLevel::XboxLiveAccess)?true:false;
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//if((g_NetworkManager.GetLockedProfile()!=-1) && iPrimaryPlayer!=-1 && bConnected == false && g_NetworkManager.IsInSession() )
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//{
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// app.SetAction(iPrimaryPlayer,eAppAction_EthernetDisconnected);
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//}
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}
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});
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// Success!
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return true;
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}
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void CPlatformNetworkManagerDurango::Terminate()
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{
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}
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int CPlatformNetworkManagerDurango::GetJoiningReadyPercentage()
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{
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return 100;
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}
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int CPlatformNetworkManagerDurango::CorrectErrorIDS(int IDS)
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{
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return IDS;
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}
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bool CPlatformNetworkManagerDurango::isSystemPrimaryPlayer(DQRNetworkPlayer *pDQRPlayer)
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{
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bool playerIsSystemPrimary = false;
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for(auto it = m_machineDQRPrimaryPlayers.begin(); it < m_machineDQRPrimaryPlayers.end(); ++it)
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{
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DQRNetworkPlayer *pDQRPrimaryPlayer = *it;
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if( pDQRPrimaryPlayer == pDQRPlayer )
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{
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playerIsSystemPrimary = true;
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break;
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}
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}
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return playerIsSystemPrimary;
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}
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// We call this twice a frame, either side of the render call so is a good place to "tick" things
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void CPlatformNetworkManagerDurango::DoWork()
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{
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m_pDQRNet->Tick();
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TickSearch();
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if( m_bLeaveGameOnTick )
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{
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m_pDQRNet->LeaveRoom();
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m_bLeaveGameOnTick = false;
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}
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}
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int CPlatformNetworkManagerDurango::GetPlayerCount()
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{
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return m_pDQRNet->GetPlayerCount();
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}
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bool CPlatformNetworkManagerDurango::ShouldMessageForFullSession()
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{
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return m_pDQRNet->ShouldMessageForFullSession();
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}
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int CPlatformNetworkManagerDurango::GetOnlinePlayerCount()
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{
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return m_pDQRNet->GetOnlinePlayerCount();
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}
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int CPlatformNetworkManagerDurango::GetLocalPlayerMask(int playerIndex)
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{
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return 1 << playerIndex;
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}
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bool CPlatformNetworkManagerDurango::AddLocalPlayerByUserIndex( int userIndex )
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{
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return m_pDQRNet->AddLocalPlayerByUserIndex( userIndex );
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}
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bool CPlatformNetworkManagerDurango::RemoveLocalPlayerByUserIndex( int userIndex )
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{
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return m_pDQRNet->RemoveLocalPlayerByUserIndex( userIndex );
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}
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bool CPlatformNetworkManagerDurango::IsInStatsEnabledSession()
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{
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return true;
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}
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bool CPlatformNetworkManagerDurango::SessionHasSpace(unsigned int spaceRequired /*= 1*/)
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{
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return true;
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}
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void CPlatformNetworkManagerDurango::SendInviteGUI(int quadrant)
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{
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m_pDQRNet->SendInviteGUI(quadrant);
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}
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bool CPlatformNetworkManagerDurango::IsAddingPlayer()
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{
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return m_pDQRNet->IsAddingPlayer();
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}
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bool CPlatformNetworkManagerDurango::LeaveGame(bool bMigrateHost)
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{
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if( m_bLeavingGame ) return true;
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m_bLeavingGame = true;
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// If we are the host wait for the game server to end
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if(m_pDQRNet->IsHost() && g_NetworkManager.ServerStoppedValid())
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{
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// m_pDQRNet->EndGame();
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g_NetworkManager.ServerStoppedWait();
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g_NetworkManager.ServerStoppedDestroy();
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}
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return _LeaveGame(bMigrateHost, true);;
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}
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bool CPlatformNetworkManagerDurango::_LeaveGame(bool bMigrateHost, bool bLeaveRoom)
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{
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m_bLeavingGame = true;
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m_bLeaveGameOnTick = true;
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m_migrateHostOnLeave = bMigrateHost;
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return true;
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}
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void CPlatformNetworkManagerDurango::HostGame(int localUsersMask, bool bOnlineGame, bool bIsPrivate, unsigned char publicSlots /*= MINECRAFT_NET_MAX_PLAYERS*/, unsigned char privateSlots /*= 0*/)
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{
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// #ifdef _XBOX
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// 4J Stu - We probably did this earlier as well, but just to be sure!
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SetLocalGame( !bOnlineGame );
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SetPrivateGame( bIsPrivate );
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SystemFlagReset();
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// Make sure that the Primary Pad is in by default
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localUsersMask |= GetLocalPlayerMask( g_NetworkManager.GetPrimaryPad() );
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m_bLeavingGame = false;
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_HostGame( localUsersMask, publicSlots, privateSlots );
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//#endif
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}
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void CPlatformNetworkManagerDurango::_HostGame(int usersMask, unsigned char publicSlots /*= MINECRAFT_NET_MAX_PLAYERS*/, unsigned char privateSlots /*= 0*/)
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{
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memset(&m_hostGameSessionData,0,sizeof(m_hostGameSessionData));
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m_hostGameSessionData.netVersion = MINECRAFT_NET_VERSION;
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m_hostGameSessionData.isReadyToJoin = false;
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m_hostGameSessionData.m_uiGameHostSettings = app.GetGameHostOption(eGameHostOption_All);
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m_hostGameSessionIsJoinable = !IsPrivateGame();
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m_pDQRNet->CreateAndJoinSession(usersMask, (unsigned char *)&m_hostGameSessionData, sizeof(m_hostGameSessionData), IsLocalGame() );
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}
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bool CPlatformNetworkManagerDurango::_StartGame()
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{
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return true;
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}
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int CPlatformNetworkManagerDurango::JoinGame(FriendSessionInfo *searchResult, int localUsersMask, int primaryUserIndex)
|
|
{
|
|
app.DebugPrintf("Joining game party from search result\n");
|
|
|
|
int joinPlayerCount = 0;
|
|
for( int i = 0; i < DQRNetworkManager::MAX_LOCAL_PLAYER_COUNT; i++ )
|
|
{
|
|
if( localUsersMask & ( 1 << i ) )
|
|
{
|
|
// Check if this joining user is already in the session, in which case we don't need to count it
|
|
bool isJoiningUser = false;
|
|
for( int j = 0; j < searchResult->searchResult.m_usedSlotCount; j++ )
|
|
{
|
|
Platform::String^ xuid = ref new Platform::String(searchResult->searchResult.m_sessionXuids[j].c_str());
|
|
if( xuid == ProfileManager.GetUser(i)->XboxUserId )
|
|
{
|
|
app.DebugPrintf("Joining user found to be already in session, so won't be counting to our total\n");
|
|
isJoiningUser = true;
|
|
break;
|
|
}
|
|
}
|
|
if( !isJoiningUser )
|
|
{
|
|
joinPlayerCount++;
|
|
}
|
|
}
|
|
}
|
|
app.DebugPrintf("Used slots: %d, fully playing players: %d, trying to join %d\n", searchResult->searchResult.m_usedSlotCount, searchResult->searchResult.m_playerCount, joinPlayerCount);
|
|
GameSessionData *gameSession = (GameSessionData *)(&searchResult->data);
|
|
if( ( searchResult->searchResult.m_usedSlotCount + joinPlayerCount ) > DQRNetworkManager::MAX_ONLINE_PLAYER_COUNT )
|
|
{
|
|
return CGameNetworkManager::JOINGAME_FAIL_SERVER_FULL;
|
|
}
|
|
|
|
if(m_pDQRNet->JoinPartyFromSearchResult(&searchResult->searchResult, localUsersMask))
|
|
{
|
|
app.DebugPrintf("Join success\n");
|
|
return CGameNetworkManager::JOINGAME_SUCCESS;
|
|
}
|
|
else
|
|
{
|
|
app.DebugPrintf("Join fail\n");
|
|
return CGameNetworkManager::JOINGAME_FAIL_GENERAL;
|
|
}
|
|
}
|
|
|
|
void CPlatformNetworkManagerDurango::CancelJoinGame()
|
|
{
|
|
m_pDQRNet->CancelJoinPartyFromSearchResult();
|
|
}
|
|
|
|
bool CPlatformNetworkManagerDurango::SetLocalGame(bool isLocal)
|
|
{
|
|
m_bIsOfflineGame = isLocal;
|
|
|
|
return true;
|
|
}
|
|
|
|
void CPlatformNetworkManagerDurango::SetPrivateGame(bool isPrivate)
|
|
{
|
|
app.DebugPrintf("Setting as private game: %s\n", isPrivate ? "yes" : "no" );
|
|
m_bIsPrivateGame = isPrivate;
|
|
}
|
|
|
|
void CPlatformNetworkManagerDurango::RegisterPlayerChangedCallback(int iPad, void (*callback)(void *callbackParam, INetworkPlayer *pPlayer, bool leaving), void *callbackParam)
|
|
{
|
|
playerChangedCallback[iPad] = callback;
|
|
playerChangedCallbackParam[iPad] = callbackParam;
|
|
}
|
|
|
|
void CPlatformNetworkManagerDurango::UnRegisterPlayerChangedCallback(int iPad, void (*callback)(void *callbackParam, INetworkPlayer *pPlayer, bool leaving), void *callbackParam)
|
|
{
|
|
if(playerChangedCallbackParam[iPad] == callbackParam)
|
|
{
|
|
playerChangedCallback[iPad] = NULL;
|
|
playerChangedCallbackParam[iPad] = NULL;
|
|
}
|
|
}
|
|
|
|
void CPlatformNetworkManagerDurango::HandleSignInChange()
|
|
{
|
|
return;
|
|
}
|
|
|
|
void CPlatformNetworkManagerDurango::HandleAddLocalPlayerFailed(int idx, bool serverFull)
|
|
{
|
|
g_NetworkManager.AddLocalPlayerFailed(idx, serverFull);
|
|
}
|
|
|
|
void CPlatformNetworkManagerDurango::HandleDisconnect(bool bLostRoomOnly)
|
|
{
|
|
g_NetworkManager.HandleDisconnect(bLostRoomOnly);
|
|
}
|
|
|
|
bool CPlatformNetworkManagerDurango::_RunNetworkGame()
|
|
{
|
|
m_pDQRNet->StartGame();
|
|
m_hostGameSessionData.isReadyToJoin = true;
|
|
m_pDQRNet->UpdateCustomSessionData();
|
|
return true;
|
|
}
|
|
|
|
void CPlatformNetworkManagerDurango::UpdateAndSetGameSessionData(INetworkPlayer *pNetworkPlayerLeaving /*= NULL*/)
|
|
{
|
|
if( this->m_bLeavingGame )
|
|
return;
|
|
|
|
if( GetHostPlayer() == NULL )
|
|
return;
|
|
|
|
m_hostGameSessionData.m_uiGameHostSettings = app.GetGameHostOption(eGameHostOption_All);
|
|
|
|
m_pDQRNet->UpdateCustomSessionData();
|
|
}
|
|
|
|
int CPlatformNetworkManagerDurango::RemovePlayerOnSocketClosedThreadProc( void* lpParam )
|
|
{
|
|
INetworkPlayer *pNetworkPlayer = (INetworkPlayer *)lpParam;
|
|
|
|
Socket *socket = pNetworkPlayer->GetSocket();
|
|
|
|
if( socket != NULL )
|
|
{
|
|
//printf("Waiting for socket closed event\n");
|
|
socket->m_socketClosedEvent->WaitForSignal(INFINITE);
|
|
|
|
//printf("Socket closed event has fired\n");
|
|
// 4J Stu - Clear our reference to this socket
|
|
pNetworkPlayer->SetSocket( NULL );
|
|
delete socket;
|
|
}
|
|
|
|
return g_pPlatformNetworkManager->RemoveLocalPlayer( pNetworkPlayer );
|
|
}
|
|
|
|
bool CPlatformNetworkManagerDurango::RemoveLocalPlayer( INetworkPlayer *pNetworkPlayer )
|
|
{
|
|
return true;
|
|
}
|
|
|
|
CPlatformNetworkManagerDurango::PlayerFlags::PlayerFlags(INetworkPlayer *pNetworkPlayer, unsigned int count)
|
|
{
|
|
// 4J Stu - Don't assert, just make it a multiple of 8! This count is calculated from a load of separate values,
|
|
// and makes tweaking world/render sizes a pain if we hit an assert here
|
|
count = (count + 8 - 1) & ~(8 - 1);
|
|
//assert( ( count % 8 ) == 0 );
|
|
this->m_pNetworkPlayer = pNetworkPlayer;
|
|
this->flags = new unsigned char [ count / 8 ];
|
|
memset( this->flags, 0, count / 8 );
|
|
this->count = count;
|
|
}
|
|
|
|
CPlatformNetworkManagerDurango::PlayerFlags::~PlayerFlags()
|
|
{
|
|
delete [] flags;
|
|
}
|
|
|
|
// Add a player to the per system flag storage - if we've already got a player from that system, copy its flags over
|
|
void CPlatformNetworkManagerDurango::SystemFlagAddPlayer(INetworkPlayer *pNetworkPlayer)
|
|
{
|
|
PlayerFlags *newPlayerFlags = new PlayerFlags( pNetworkPlayer, m_flagIndexSize);
|
|
// If any of our existing players are on the same system, then copy over flags from that one
|
|
for( unsigned int i = 0; i < m_playerFlags.size(); i++ )
|
|
{
|
|
if( pNetworkPlayer->IsSameSystem(m_playerFlags[i]->m_pNetworkPlayer) )
|
|
{
|
|
memcpy( newPlayerFlags->flags, m_playerFlags[i]->flags, m_playerFlags[i]->count / 8 );
|
|
break;
|
|
}
|
|
}
|
|
m_playerFlags.push_back(newPlayerFlags);
|
|
}
|
|
|
|
// Remove a player from the per system flag storage - just maintains the m_playerFlags vector without any gaps in it
|
|
void CPlatformNetworkManagerDurango::SystemFlagRemovePlayer(INetworkPlayer *pNetworkPlayer)
|
|
{
|
|
for( unsigned int i = 0; i < m_playerFlags.size(); i++ )
|
|
{
|
|
if( m_playerFlags[i]->m_pNetworkPlayer == pNetworkPlayer )
|
|
{
|
|
delete m_playerFlags[i];
|
|
m_playerFlags[i] = m_playerFlags.back();
|
|
m_playerFlags.pop_back();
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
void CPlatformNetworkManagerDurango::SystemFlagReset()
|
|
{
|
|
for( unsigned int i = 0; i < m_playerFlags.size(); i++ )
|
|
{
|
|
delete m_playerFlags[i];
|
|
}
|
|
m_playerFlags.clear();
|
|
}
|
|
|
|
// Set a per system flag - this is done by setting the flag on every player that shares that system
|
|
void CPlatformNetworkManagerDurango::SystemFlagSet(INetworkPlayer *pNetworkPlayer, int index)
|
|
{
|
|
if( ( index < 0 ) || ( index >= m_flagIndexSize ) ) return;
|
|
if( pNetworkPlayer == NULL ) return;
|
|
|
|
for( unsigned int i = 0; i < m_playerFlags.size(); i++ )
|
|
{
|
|
if( pNetworkPlayer->IsSameSystem(m_playerFlags[i]->m_pNetworkPlayer) )
|
|
{
|
|
m_playerFlags[i]->flags[ index / 8 ] |= ( 128 >> ( index % 8 ) );
|
|
}
|
|
}
|
|
}
|
|
|
|
// Get value of a per system flag - can be read from the flags of the passed in player as anything else sent to that
|
|
// system should also have been duplicated here
|
|
bool CPlatformNetworkManagerDurango::SystemFlagGet(INetworkPlayer *pNetworkPlayer, int index)
|
|
{
|
|
if( ( index < 0 ) || ( index >= m_flagIndexSize ) ) return false;
|
|
if( pNetworkPlayer == NULL )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
for( unsigned int i = 0; i < m_playerFlags.size(); i++ )
|
|
{
|
|
if( m_playerFlags[i]->m_pNetworkPlayer == pNetworkPlayer )
|
|
{
|
|
return ( ( m_playerFlags[i]->flags[ index / 8 ] & ( 128 >> ( index % 8 ) ) ) != 0 );
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
wstring CPlatformNetworkManagerDurango::GatherStats()
|
|
{
|
|
return L"";
|
|
}
|
|
|
|
wstring CPlatformNetworkManagerDurango::GatherRTTStats()
|
|
{
|
|
return L"";
|
|
}
|
|
|
|
void CPlatformNetworkManagerDurango::TickSearch()
|
|
{
|
|
if( m_bSearchPending )
|
|
{
|
|
if( !m_pDQRNet->FriendPartyManagerIsBusy() )
|
|
{
|
|
m_searchResultsCount = m_pDQRNet->FriendPartyManagerGetCount();
|
|
delete [] m_pSearchResults;
|
|
m_pSearchResults = new DQRNetworkManager::SessionSearchResult[m_searchResultsCount];
|
|
|
|
for( int i = 0; i < m_searchResultsCount; i++ )
|
|
{
|
|
m_pDQRNet->FriendPartyManagerGetSessionInfo(i, &m_pSearchResults[i] );
|
|
}
|
|
m_bSearchPending = false;
|
|
|
|
if( m_SessionsUpdatedCallback != NULL ) m_SessionsUpdatedCallback(m_pSearchParam);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if( !m_pDQRNet->FriendPartyManagerIsBusy() )
|
|
{
|
|
// Don't start searches unless we have registered a callback
|
|
if( m_SessionsUpdatedCallback != NULL && (m_lastSearchStartTime + MINECRAFT_DURANGO_PARTY_SEARCH_DELAY_MILLISECONDS) < GetTickCount() )
|
|
{
|
|
if( m_pDQRNet->FriendPartyManagerSearch() );
|
|
{
|
|
m_bSearchPending = true;
|
|
m_lastSearchStartTime = GetTickCount();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
vector<FriendSessionInfo *> *CPlatformNetworkManagerDurango::GetSessionList(int iPad, int localPlayers, bool partyOnly)
|
|
{
|
|
vector<FriendSessionInfo *> *filteredList = new vector<FriendSessionInfo *>();
|
|
for( int i = 0; i < m_searchResultsCount; i++ )
|
|
{
|
|
GameSessionData *gameSessionData = (GameSessionData *)m_pSearchResults[i].m_extData;
|
|
if( ( gameSessionData->netVersion == MINECRAFT_NET_VERSION ) &&
|
|
( gameSessionData->isReadyToJoin ) )
|
|
{
|
|
FriendSessionInfo *session = new FriendSessionInfo();
|
|
session->searchResult = m_pSearchResults[i];
|
|
session->searchResult.m_extData = NULL; // We have another copy of the GameSessionData, so don't need to make another copy of this here
|
|
session->displayLabelLength = session->searchResult.m_playerNames[0].size();
|
|
session->displayLabel = new wchar_t[ session->displayLabelLength + 1 ];
|
|
memcpy(&session->data, gameSessionData, sizeof(GameSessionData));
|
|
wcscpy_s(session->displayLabel, session->displayLabelLength + 1, session->searchResult.m_playerNames[0].c_str() );
|
|
filteredList->push_back(session);
|
|
}
|
|
}
|
|
return filteredList;
|
|
}
|
|
|
|
bool CPlatformNetworkManagerDurango::GetGameSessionInfo(int iPad, SessionID sessionId, FriendSessionInfo *foundSessionInfo)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
void CPlatformNetworkManagerDurango::SetSessionsUpdatedCallback( void (*SessionsUpdatedCallback)(LPVOID pParam), LPVOID pSearchParam )
|
|
{
|
|
m_SessionsUpdatedCallback = SessionsUpdatedCallback; m_pSearchParam = pSearchParam;
|
|
}
|
|
|
|
void CPlatformNetworkManagerDurango::GetFullFriendSessionInfo( FriendSessionInfo *foundSession, void (* FriendSessionUpdatedFn)(bool success, void *pParam), void *pParam )
|
|
{
|
|
FriendSessionUpdatedFn(true, pParam);
|
|
}
|
|
|
|
void CPlatformNetworkManagerDurango::ForceFriendsSessionRefresh()
|
|
{
|
|
app.DebugPrintf("Resetting friends session search data\n");
|
|
m_lastSearchStartTime = 0;
|
|
m_searchResultsCount = 0;
|
|
delete [] m_pSearchResults;
|
|
m_pSearchResults = NULL;
|
|
}
|
|
|
|
INetworkPlayer *CPlatformNetworkManagerDurango::addNetworkPlayer(DQRNetworkPlayer *pDQRPlayer)
|
|
{
|
|
NetworkPlayerDurango *pNetworkPlayer = new NetworkPlayerDurango(pDQRPlayer);
|
|
pDQRPlayer->SetCustomDataValue((ULONG_PTR)pNetworkPlayer);
|
|
currentNetworkPlayers.push_back( pNetworkPlayer );
|
|
return pNetworkPlayer;
|
|
}
|
|
|
|
void CPlatformNetworkManagerDurango::removeNetworkPlayer(DQRNetworkPlayer *pDQRPlayer)
|
|
{
|
|
INetworkPlayer *pNetworkPlayer = getNetworkPlayer(pDQRPlayer);
|
|
for (auto it = currentNetworkPlayers.begin(); it != currentNetworkPlayers.end(); ++it)
|
|
{
|
|
if( *it == pNetworkPlayer )
|
|
{
|
|
currentNetworkPlayers.erase(it);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
INetworkPlayer *CPlatformNetworkManagerDurango::getNetworkPlayer(DQRNetworkPlayer *pDQRPlayer)
|
|
{
|
|
return pDQRPlayer ? (INetworkPlayer *)(pDQRPlayer->GetCustomDataValue()) : NULL;
|
|
}
|
|
|
|
|
|
INetworkPlayer *CPlatformNetworkManagerDurango::GetLocalPlayerByUserIndex(int userIndex )
|
|
{
|
|
return getNetworkPlayer(m_pDQRNet->GetLocalPlayerByUserIndex(userIndex));
|
|
}
|
|
|
|
INetworkPlayer *CPlatformNetworkManagerDurango::GetPlayerByIndex(int playerIndex)
|
|
{
|
|
return getNetworkPlayer(m_pDQRNet->GetPlayerByIndex(playerIndex));
|
|
}
|
|
|
|
INetworkPlayer * CPlatformNetworkManagerDurango::GetPlayerByXuid(PlayerUID xuid)
|
|
{
|
|
return getNetworkPlayer(m_pDQRNet->GetPlayerByXuid(xuid)) ;
|
|
}
|
|
|
|
INetworkPlayer * CPlatformNetworkManagerDurango::GetPlayerBySmallId(unsigned char smallId)
|
|
{
|
|
return getNetworkPlayer(m_pDQRNet->GetPlayerBySmallId(smallId));
|
|
}
|
|
|
|
wstring CPlatformNetworkManagerDurango::GetDisplayNameByGamertag(wstring gamertag)
|
|
{
|
|
return m_pDQRNet->GetDisplayNameByGamertag(gamertag);
|
|
}
|
|
|
|
INetworkPlayer *CPlatformNetworkManagerDurango::GetHostPlayer()
|
|
{
|
|
return getNetworkPlayer(m_pDQRNet->GetHostPlayer());
|
|
}
|
|
|
|
bool CPlatformNetworkManagerDurango::IsHost()
|
|
{
|
|
return m_pDQRNet->IsHost() && !m_bHostChanged;
|
|
}
|
|
|
|
bool CPlatformNetworkManagerDurango::JoinGameFromInviteInfo( int userIndex, int userMask, const INVITE_INFO *pInviteInfo)
|
|
{
|
|
m_pDQRNet->m_currentUserMask = userMask;
|
|
m_pDQRNet->JoinSessionFromInviteInfo(userMask);
|
|
return true;
|
|
}
|
|
|
|
void CPlatformNetworkManagerDurango::SetSessionTexturePackParentId( int id )
|
|
{
|
|
m_hostGameSessionData.texturePackParentId = id;
|
|
}
|
|
|
|
void CPlatformNetworkManagerDurango::SetSessionSubTexturePackId( int id )
|
|
{
|
|
m_hostGameSessionData.subTexturePackId = id;
|
|
}
|
|
|
|
void CPlatformNetworkManagerDurango::Notify(int ID, ULONG_PTR Param)
|
|
{
|
|
}
|
|
|
|
bool CPlatformNetworkManagerDurango::IsInSession()
|
|
{
|
|
return m_pDQRNet->IsInSession();
|
|
}
|
|
|
|
bool CPlatformNetworkManagerDurango::IsInGameplay()
|
|
{
|
|
return m_pDQRNet->GetState() == DQRNetworkManager::DNM_STATE_PLAYING;
|
|
}
|
|
|
|
bool CPlatformNetworkManagerDurango::IsReadyToPlayOrIdle()
|
|
{
|
|
return m_pDQRNet->IsReadyToPlayOrIdle();
|
|
}
|
|
|
|
bool CPlatformNetworkManagerDurango::IsSessionJoinable()
|
|
{
|
|
return m_hostGameSessionIsJoinable;
|
|
} |