Files
MinecraftConsoles/Minecraft.Client/Durango/Network/PlatformNetworkManagerDurango.cpp
ModMaker101 a9be52c41a Project modernization (#630)
* Fixed boats falling and a TP glitch #266

* Replaced every C-style cast with C++ ones

* Replaced every C-style cast with C++ ones

* Fixed boats falling and a TP glitch #266

* Updated NULL to nullptr and fixing some type issues

* Modernized and fixed a few bugs

- Replaced most instances of `NULL` with `nullptr`.
- Replaced most `shared_ptr(new ...)` with `make_shared`.
- Removed the `nullptr` macro as it was interfering with the actual nullptr keyword in some instances.

* Fixing more conflicts

* Replace int loops with size_t and start work on overrides
2026-03-08 09:56:03 +07:00

939 lines
28 KiB
C++

#include "stdafx.h"
#include "..\..\..\Minecraft.World\Socket.h"
#include "..\..\..\Minecraft.World\StringHelpers.h"
#include "PlatformNetworkManagerDurango.h"
#include "NetworkPlayerDurango.h"
CPlatformNetworkManagerDurango *g_pPlatformNetworkManager;
void CPlatformNetworkManagerDurango::HandleStateChange(DQRNetworkManager::eDQRNetworkManagerState oldState, DQRNetworkManager::eDQRNetworkManagerState newState)
{
static const char * c_apszStateNames[] =
{
"DNM_STATE_INITIALISING",
"DNM_STATE_INITIALISE_FAILED",
"DNM_STATE_IDLE",
"DNM_STATE_HOSTING",
"DNM_STATE_JOINING",
"DNM_STATE_STARTING",
"DNM_STATE_PLAYING",
"DNM_STATE_LEAVING",
"DNM_STATE_ENDING",
};
app.DebugPrintf( "Network State: %s ==> %s\n",
c_apszStateNames[ oldState ],
c_apszStateNames[ newState ] );
if( newState == DQRNetworkManager::DNM_STATE_HOSTING )
{
m_bLeavingGame = false;
m_bLeaveGameOnTick = false;
m_bHostChanged = false;
g_NetworkManager.StateChange_AnyToHosting();
}
else if( newState == DQRNetworkManager::DNM_STATE_JOINING )
{
m_bLeavingGame = false;
m_bLeaveGameOnTick = false;
m_bHostChanged = false;
g_NetworkManager.StateChange_AnyToJoining();
}
else if( newState == DQRNetworkManager::DNM_STATE_IDLE && oldState == DQRNetworkManager::DNM_STATE_JOINING )
{
g_NetworkManager.StateChange_JoiningToIdle(JOIN_FAILED_NONSPECIFIC);
}
else if( newState == DQRNetworkManager::DNM_STATE_IDLE && oldState == DQRNetworkManager::DNM_STATE_HOSTING )
{
m_bLeavingGame = true;
}
else if( newState == DQRNetworkManager::DNM_STATE_STARTING )
{
m_lastPlayerEventTimeStart = app.getAppTime();
g_NetworkManager.StateChange_AnyToStarting();
}
// 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.
// 4J Stu - If the client joins just as the host is exiting, then they can skip to leaving without passing through ending
else if( newState == DQRNetworkManager::DNM_STATE_ENDING )
{
g_NetworkManager.StateChange_AnyToEnding( oldState == DQRNetworkManager::DNM_STATE_PLAYING );
if( m_pDQRNet->IsHost() )
{
m_bLeavingGame = true;
}
}
if( newState == DQRNetworkManager::DNM_STATE_IDLE )
{
g_NetworkManager.StateChange_AnyToIdle();
}
}
void CPlatformNetworkManagerDurango::HandlePlayerJoined(DQRNetworkPlayer *pDQRPlayer)
{
const char * pszDescription;
// If this is a local player, we need to inform the chat system that it has joined
if( pDQRPlayer->IsLocal() )
{
m_pDQRNet->ChatPlayerJoined(pDQRPlayer->GetLocalPlayerIndex());
}
// 4J Stu - We create a fake socket for every where that we need an INBOUND queue of game data. Outbound
// is all handled by QNet so we don't need that. Therefore each client player has one, and the host has one
// for each client player.
bool createFakeSocket = false;
bool localPlayer = false;
NetworkPlayerDurango *networkPlayer = static_cast<NetworkPlayerDurango *>(addNetworkPlayer(pDQRPlayer));
// Request full display name for this player
m_pDQRNet->RequestDisplayName(pDQRPlayer);
if( pDQRPlayer->IsLocal() )
{
localPlayer = true;
if( pDQRPlayer->IsHost() )
{
pszDescription = "local host";
// 4J Stu - No socket for the localhost as it uses a special loopback queue
m_machineDQRPrimaryPlayers.push_back( pDQRPlayer );
}
else
{
pszDescription = "local";
// We need an inbound queue on all local players to receive data from the host
createFakeSocket = true;
}
}
else
{
if( pDQRPlayer->IsHost() )
{
pszDescription = "remote host";
}
else
{
pszDescription = "remote";
// If we are the host, then create a fake socket for every remote player
if( m_pDQRNet->IsHost() )
{
createFakeSocket = true;
}
}
if( m_pDQRNet->IsHost() && !m_bHostChanged )
{
// Do we already have a primary player for this system?
bool systemHasPrimaryPlayer = false;
for ( DQRNetworkPlayer *pQNetPrimaryPlayer : m_machineDQRPrimaryPlayers )
{
if( pDQRPlayer->IsSameSystem(pQNetPrimaryPlayer) )
{
systemHasPrimaryPlayer = true;
break;
}
}
if( !systemHasPrimaryPlayer )
m_machineDQRPrimaryPlayers.push_back( pDQRPlayer );
}
}
g_NetworkManager.PlayerJoining( networkPlayer );
if( createFakeSocket == true && !m_bHostChanged )
{
g_NetworkManager.CreateSocket( networkPlayer, localPlayer );
}
app.DebugPrintf( "Player 0x%p \"%ls\" joined; %s; voice %i; camera %i.\n",
pDQRPlayer,
pDQRPlayer->GetGamertag(),
pszDescription,
(int) pDQRPlayer->HasVoice(),
(int) pDQRPlayer->HasCamera() );
if( m_pDQRNet->IsHost() )
{
g_NetworkManager.UpdateAndSetGameSessionData();
SystemFlagAddPlayer( networkPlayer );
}
for( int idx = 0; idx < XUSER_MAX_COUNT; ++idx)
{
if(playerChangedCallback[idx] != nullptr)
playerChangedCallback[idx]( playerChangedCallbackParam[idx], networkPlayer, false );
}
if(m_pDQRNet->GetState() == QNET_STATE_GAME_PLAY)
{
int localPlayerCount = 0;
for(unsigned int idx = 0; idx < XUSER_MAX_COUNT; ++idx)
{
if( m_pDQRNet->GetLocalPlayerByUserIndex(idx) != nullptr ) ++localPlayerCount;
}
float appTime = app.getAppTime();
// Only record stats for the primary player here
m_lastPlayerEventTimeStart = appTime;
}
}
void CPlatformNetworkManagerDurango::HandlePlayerLeaving(DQRNetworkPlayer *pDQRPlayer)
{
//__debugbreak();
app.DebugPrintf( "Player 0x%p leaving.\n",
pDQRPlayer );
INetworkPlayer *networkPlayer = getNetworkPlayer(pDQRPlayer);
if( networkPlayer )
{
// Get our wrapper object associated with this player.
Socket *socket = networkPlayer->GetSocket();
if( socket != nullptr )
{
// If we are in game then remove this player from the game as well.
// We may get here either from the player requesting to exit the game,
// in which case we they will already have left the game server, or from a disconnection
// where we then have to remove them from the game server
if( m_pDQRNet->IsHost() && !m_bHostChanged )
{
g_NetworkManager.CloseConnection(networkPlayer);
}
// Free the wrapper object memory.
// TODO 4J Stu - We may still be using this at the point that the player leaves the session.
// We need this as long as the game server still needs to communicate with the player
//delete socket;
networkPlayer->SetSocket( nullptr );
}
if( m_pDQRNet->IsHost() && !m_bHostChanged )
{
if( isSystemPrimaryPlayer(pDQRPlayer) )
{
DQRNetworkPlayer *pNewDQRPrimaryPlayer = nullptr;
for(unsigned int i = 0; i < m_pDQRNet->GetPlayerCount(); ++i )
{
DQRNetworkPlayer *pDQRPlayer2 = m_pDQRNet->GetPlayerByIndex( i );
if( pDQRPlayer2 != pDQRPlayer && pDQRPlayer2->IsSameSystem( pDQRPlayer ) )
{
pNewDQRPrimaryPlayer = pDQRPlayer2;
break;
}
}
auto it = find(m_machineDQRPrimaryPlayers.begin(), m_machineDQRPrimaryPlayers.end(), pDQRPlayer);
if( it != m_machineDQRPrimaryPlayers.end() )
{
m_machineDQRPrimaryPlayers.erase( it );
}
if( pNewDQRPrimaryPlayer != nullptr )
m_machineDQRPrimaryPlayers.push_back( pNewDQRPrimaryPlayer );
}
g_NetworkManager.UpdateAndSetGameSessionData( networkPlayer );
SystemFlagRemovePlayer( networkPlayer );
}
g_NetworkManager.PlayerLeaving( networkPlayer );
for( int idx = 0; idx < XUSER_MAX_COUNT; ++idx)
{
if(playerChangedCallback[idx] != nullptr)
playerChangedCallback[idx]( playerChangedCallbackParam[idx], networkPlayer, true );
}
if(m_pDQRNet->GetState() == DQRNetworkManager::DNM_STATE_PLAYING)
{
int localPlayerCount = 0;
for(unsigned int idx = 0; idx < XUSER_MAX_COUNT; ++idx)
{
if( m_pDQRNet->GetLocalPlayerByUserIndex(idx) != nullptr ) ++localPlayerCount;
}
float appTime = app.getAppTime();
m_lastPlayerEventTimeStart = appTime;
}
removeNetworkPlayer(pDQRPlayer);
}
}
void CPlatformNetworkManagerDurango::HandleDataReceived(DQRNetworkPlayer *playerFrom, DQRNetworkPlayer *playerTo, unsigned char *data, unsigned int dataSize)
{
#if 0
// TODO - put this back in
if(m_pSQRNet->GetState() == SQRNetworkManager::SNM_STATE_ENDING)
{
return;
}
#endif
if( playerTo->IsHost() )
{
// If we are the host we care who this came from
//app.DebugPrintf( "Pushing data into host read queue for user \"%ls\"\n", pPlayerFrom->GetGamertag());
// Push this data into the read queue for the player that sent it
INetworkPlayer *pPlayerFrom = getNetworkPlayer(playerFrom);
Socket *socket = pPlayerFrom->GetSocket();
if(socket != nullptr)
socket->pushDataToQueue(data, dataSize, false);
}
else
{
// If we are not the host the message must have come from the host, so we care more about who it is addressed to
INetworkPlayer *pPlayerTo = getNetworkPlayer(playerTo);
Socket *socket = pPlayerTo->GetSocket();
//app.DebugPrintf( "Pushing data into read queue for user \"%ls\"\n", apPlayersTo[dwPlayer]->GetGamertag());
if(socket != nullptr)
socket->pushDataToQueue(data, dataSize);
}
}
void CPlatformNetworkManagerDurango::HandleInviteReceived(int playerIndex, DQRNetworkManager::SessionInfo *pInviteInfo)
{
g_NetworkManager.GameInviteReceived(playerIndex, pInviteInfo);
}
bool CPlatformNetworkManagerDurango::Initialise(CGameNetworkManager *pGameNetworkManager, int flagIndexSize)
{
m_pDQRNet = new DQRNetworkManager(this);
m_pDQRNet->Initialise();
m_hostGameSessionIsJoinable = false;
m_pGameNetworkManager = pGameNetworkManager;
m_flagIndexSize = flagIndexSize;
g_pPlatformNetworkManager = this;
for( int i = 0; i < XUSER_MAX_COUNT; i++ )
{
playerChangedCallback[ i ] = nullptr;
}
m_bLeavingGame = false;
m_bLeaveGameOnTick = false;
m_bHostChanged = false;
m_bSearchResultsReady = false;
m_bSearchPending = false;
m_bIsOfflineGame = false;
m_pSearchParam = nullptr;
m_SessionsUpdatedCallback = nullptr;
m_searchResultsCount = 0;
m_lastSearchStartTime = 0;
// The results that will be filled in with the current search
m_pSearchResults = nullptr;
Windows::Networking::Connectivity::NetworkInformation::NetworkStatusChanged += ref new Windows::Networking::Connectivity::NetworkStatusChangedEventHandler( []( Platform::Object^ pxObject )
{
app.DebugPrintf("NetworkStatusChanged callback\n" );
auto internetProfile = Windows::Networking::Connectivity::NetworkInformation::GetInternetConnectionProfile();
if (internetProfile != nullptr)
{
auto connectionLevel = internetProfile->GetNetworkConnectivityLevel();
app.DebugPrintf("Connection level has changed to (%d)\n", connectionLevel);
//int iPrimaryPlayer = g_NetworkManager.GetPrimaryPad();
//bool bConnected = (connectionLevel == Windows::Networking::Connectivity::NetworkConnectivityLevel::XboxLiveAccess)?true:false;
//if((g_NetworkManager.GetLockedProfile()!=-1) && iPrimaryPlayer!=-1 && bConnected == false && g_NetworkManager.IsInSession() )
//{
// app.SetAction(iPrimaryPlayer,eAppAction_EthernetDisconnected);
//}
}
});
// Success!
return true;
}
void CPlatformNetworkManagerDurango::Terminate()
{
}
int CPlatformNetworkManagerDurango::GetJoiningReadyPercentage()
{
return 100;
}
int CPlatformNetworkManagerDurango::CorrectErrorIDS(int IDS)
{
return IDS;
}
bool CPlatformNetworkManagerDurango::isSystemPrimaryPlayer(DQRNetworkPlayer *pDQRPlayer)
{
bool playerIsSystemPrimary = false;
for(auto it = m_machineDQRPrimaryPlayers.begin(); it < m_machineDQRPrimaryPlayers.end(); ++it)
{
DQRNetworkPlayer *pDQRPrimaryPlayer = *it;
if( pDQRPrimaryPlayer == pDQRPlayer )
{
playerIsSystemPrimary = true;
break;
}
}
return playerIsSystemPrimary;
}
// We call this twice a frame, either side of the render call so is a good place to "tick" things
void CPlatformNetworkManagerDurango::DoWork()
{
m_pDQRNet->Tick();
TickSearch();
if( m_bLeaveGameOnTick )
{
m_pDQRNet->LeaveRoom();
m_bLeaveGameOnTick = false;
}
}
int CPlatformNetworkManagerDurango::GetPlayerCount()
{
return m_pDQRNet->GetPlayerCount();
}
bool CPlatformNetworkManagerDurango::ShouldMessageForFullSession()
{
return m_pDQRNet->ShouldMessageForFullSession();
}
int CPlatformNetworkManagerDurango::GetOnlinePlayerCount()
{
return m_pDQRNet->GetOnlinePlayerCount();
}
int CPlatformNetworkManagerDurango::GetLocalPlayerMask(int playerIndex)
{
return 1 << playerIndex;
}
bool CPlatformNetworkManagerDurango::AddLocalPlayerByUserIndex( int userIndex )
{
return m_pDQRNet->AddLocalPlayerByUserIndex( userIndex );
}
bool CPlatformNetworkManagerDurango::RemoveLocalPlayerByUserIndex( int userIndex )
{
return m_pDQRNet->RemoveLocalPlayerByUserIndex( userIndex );
}
bool CPlatformNetworkManagerDurango::IsInStatsEnabledSession()
{
return true;
}
bool CPlatformNetworkManagerDurango::SessionHasSpace(unsigned int spaceRequired /*= 1*/)
{
return true;
}
void CPlatformNetworkManagerDurango::SendInviteGUI(int quadrant)
{
m_pDQRNet->SendInviteGUI(quadrant);
}
bool CPlatformNetworkManagerDurango::IsAddingPlayer()
{
return m_pDQRNet->IsAddingPlayer();
}
bool CPlatformNetworkManagerDurango::LeaveGame(bool bMigrateHost)
{
if( m_bLeavingGame ) return true;
m_bLeavingGame = true;
// If we are the host wait for the game server to end
if(m_pDQRNet->IsHost() && g_NetworkManager.ServerStoppedValid())
{
// m_pDQRNet->EndGame();
g_NetworkManager.ServerStoppedWait();
g_NetworkManager.ServerStoppedDestroy();
}
return _LeaveGame(bMigrateHost, true);;
}
bool CPlatformNetworkManagerDurango::_LeaveGame(bool bMigrateHost, bool bLeaveRoom)
{
m_bLeavingGame = true;
m_bLeaveGameOnTick = true;
m_migrateHostOnLeave = bMigrateHost;
return true;
}
void CPlatformNetworkManagerDurango::HostGame(int localUsersMask, bool bOnlineGame, bool bIsPrivate, unsigned char publicSlots /*= MINECRAFT_NET_MAX_PLAYERS*/, unsigned char privateSlots /*= 0*/)
{
// #ifdef _XBOX
// 4J Stu - We probably did this earlier as well, but just to be sure!
SetLocalGame( !bOnlineGame );
SetPrivateGame( bIsPrivate );
SystemFlagReset();
// Make sure that the Primary Pad is in by default
localUsersMask |= GetLocalPlayerMask( g_NetworkManager.GetPrimaryPad() );
m_bLeavingGame = false;
_HostGame( localUsersMask, publicSlots, privateSlots );
//#endif
}
void CPlatformNetworkManagerDurango::_HostGame(int usersMask, unsigned char publicSlots /*= MINECRAFT_NET_MAX_PLAYERS*/, unsigned char privateSlots /*= 0*/)
{
memset(&m_hostGameSessionData,0,sizeof(m_hostGameSessionData));
m_hostGameSessionData.netVersion = MINECRAFT_NET_VERSION;
m_hostGameSessionData.isReadyToJoin = false;
m_hostGameSessionData.m_uiGameHostSettings = app.GetGameHostOption(eGameHostOption_All);
m_hostGameSessionIsJoinable = !IsPrivateGame();
m_pDQRNet->CreateAndJoinSession(usersMask, (unsigned char *)&m_hostGameSessionData, sizeof(m_hostGameSessionData), IsLocalGame() );
}
bool CPlatformNetworkManagerDurango::_StartGame()
{
return true;
}
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] = nullptr;
playerChangedCallbackParam[iPad] = nullptr;
}
}
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 /*= nullptr*/)
{
if( this->m_bLeavingGame )
return;
if( GetHostPlayer() == nullptr )
return;
m_hostGameSessionData.m_uiGameHostSettings = app.GetGameHostOption(eGameHostOption_All);
m_pDQRNet->UpdateCustomSessionData();
}
int CPlatformNetworkManagerDurango::RemovePlayerOnSocketClosedThreadProc( void* lpParam )
{
INetworkPlayer *pNetworkPlayer = static_cast<INetworkPlayer *>(lpParam);
Socket *socket = pNetworkPlayer->GetSocket();
if( socket != nullptr )
{
//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( nullptr );
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 == nullptr ) 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 == nullptr )
{
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 != nullptr ) m_SessionsUpdatedCallback(m_pSearchParam);
}
}
else
{
if( !m_pDQRNet->FriendPartyManagerIsBusy() )
{
// Don't start searches unless we have registered a callback
if( m_SessionsUpdatedCallback != nullptr && (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 = static_cast<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 = nullptr; // 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 = nullptr;
}
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()) : nullptr;
}
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;
}