Remove Win32 local state types from join and load menus

This commit is contained in:
notmatthewbeshay 2026-03-10 23:52:28 +11:00
parent 7f29aa5d99
commit e2bbccf7eb
2 changed files with 15 additions and 13 deletions

View file

@ -387,8 +387,8 @@ int UIScene_JoinMenu::StartGame_SignInReturned(void *pParam,bool bContinue, int
// Shared function to join the game that is the same whether we used the sign-in UI or not // Shared function to join the game that is the same whether we used the sign-in UI or not
void UIScene_JoinMenu::JoinGame(UIScene_JoinMenu* pClass) void UIScene_JoinMenu::JoinGame(UIScene_JoinMenu* pClass)
{ {
DWORD dwSignedInUsers = 0;
bool noPrivileges = false; bool noPrivileges = false;
int signedInUsers = 0;
int localUsersMask = 0; int localUsersMask = 0;
bool isSignedInLive = true; bool isSignedInLive = true;
int iPadNotSignedInLive = -1; int iPadNotSignedInLive = -1;
@ -402,6 +402,7 @@ void UIScene_JoinMenu::JoinGame(UIScene_JoinMenu* pClass)
{ {
if(ProfileManager.IsSignedIn(index)) if(ProfileManager.IsSignedIn(index))
{ {
++signedInUsers;
if (isSignedInLive && !ProfileManager.IsSignedInLive(index)) if (isSignedInLive && !ProfileManager.IsSignedInLive(index))
{ {
// Record the first non signed in live pad // Record the first non signed in live pad
@ -418,6 +419,7 @@ void UIScene_JoinMenu::JoinGame(UIScene_JoinMenu* pClass)
{ {
if(ProfileManager.IsSignedIn(ProfileManager.GetPrimaryPad())) if(ProfileManager.IsSignedIn(ProfileManager.GetPrimaryPad()))
{ {
++signedInUsers;
if( !ProfileManager.AllowedToPlayMultiplayer(ProfileManager.GetPrimaryPad()) ) noPrivileges = true; if( !ProfileManager.AllowedToPlayMultiplayer(ProfileManager.GetPrimaryPad()) ) noPrivileges = true;
localUsersMask |= CGameNetworkManager::GetLocalPlayerMask(ProfileManager.GetPrimaryPad()); localUsersMask |= CGameNetworkManager::GetLocalPlayerMask(ProfileManager.GetPrimaryPad());
@ -457,8 +459,8 @@ void UIScene_JoinMenu::JoinGame(UIScene_JoinMenu* pClass)
// Check if user-created content is allowed, as we cannot play multiplayer if it's not // Check if user-created content is allowed, as we cannot play multiplayer if it's not
bool noUGC = false; bool noUGC = false;
BOOL pccAllowed = TRUE; bool pccAllowed = true;
BOOL pccFriendsAllowed = TRUE; bool pccFriendsAllowed = true;
#if defined(__PS3__) || defined(__PSVITA__) #if defined(__PS3__) || defined(__PSVITA__)
if(isSignedInLive) if(isSignedInLive)
@ -485,7 +487,7 @@ void UIScene_JoinMenu::JoinGame(UIScene_JoinMenu* pClass)
pClass->m_bIgnoreInput=false; pClass->m_bIgnoreInput=false;
int messageText = IDS_NO_USER_CREATED_CONTENT_PRIVILEGE_SINGLE_LOCAL; int messageText = IDS_NO_USER_CREATED_CONTENT_PRIVILEGE_SINGLE_LOCAL;
if(dwSignedInUsers > 1) messageText = IDS_NO_USER_CREATED_CONTENT_PRIVILEGE_ALL_LOCAL; if(signedInUsers > 1) messageText = IDS_NO_USER_CREATED_CONTENT_PRIVILEGE_ALL_LOCAL;
ui.RequestUGCMessageBox(IDS_CONNECTION_FAILED, messageText); ui.RequestUGCMessageBox(IDS_CONNECTION_FAILED, messageText);
} }

View file

@ -1205,8 +1205,8 @@ int UIScene_LoadMenu::LoadDataComplete(void *pParam)
// Check if user-created content is allowed, as we cannot play multiplayer if it's not // Check if user-created content is allowed, as we cannot play multiplayer if it's not
bool noUGC = false; bool noUGC = false;
BOOL pccAllowed = TRUE; bool pccAllowed = true;
BOOL pccFriendsAllowed = TRUE; bool pccFriendsAllowed = true;
bool bContentRestricted = false; bool bContentRestricted = false;
ProfileManager.AllowedPlayerCreatedContent(ProfileManager.GetPrimaryPad(),false,&pccAllowed,&pccFriendsAllowed); ProfileManager.AllowedPlayerCreatedContent(ProfileManager.GetPrimaryPad(),false,&pccAllowed,&pccFriendsAllowed);
#if defined(__PS3__) || defined(__PSVITA__) #if defined(__PS3__) || defined(__PSVITA__)
@ -1477,7 +1477,7 @@ void UIScene_LoadMenu::StartGameFromSave(UIScene_LoadMenu* pClass, int localUser
LoadingInputParams *loadingParams = new LoadingInputParams(); LoadingInputParams *loadingParams = new LoadingInputParams();
loadingParams->func = &CGameNetworkManager::RunNetworkGameThreadProc; loadingParams->func = &CGameNetworkManager::RunNetworkGameThreadProc;
loadingParams->lpParam = (LPVOID)param; loadingParams->lpParam = param;
// Reset the autosave time // Reset the autosave time
app.SetAutosaveTimerTime(); app.SetAutosaveTimerTime();
@ -1514,7 +1514,7 @@ void UIScene_LoadMenu::LoadLevelGen(LevelGenerationOptions *levelGen)
bool isClientSide = ProfileManager.IsSignedInLive(ProfileManager.GetPrimaryPad()) && m_MoreOptionsParams.bOnlineGame; bool isClientSide = ProfileManager.IsSignedInLive(ProfileManager.GetPrimaryPad()) && m_MoreOptionsParams.bOnlineGame;
// 4J Stu - If we only have one controller connected, then don't show the sign-in UI again // 4J Stu - If we only have one controller connected, then don't show the sign-in UI again
DWORD connectedControllers = 0; int connectedControllers = 0;
for(unsigned int i = 0; i < XUSER_MAX_COUNT; ++i) for(unsigned int i = 0; i < XUSER_MAX_COUNT; ++i)
{ {
if( InputManager.IsPadConnected(i) || ProfileManager.IsSignedIn(i) ) ++connectedControllers; if( InputManager.IsPadConnected(i) || ProfileManager.IsSignedIn(i) ) ++connectedControllers;
@ -1525,8 +1525,8 @@ void UIScene_LoadMenu::LoadLevelGen(LevelGenerationOptions *levelGen)
// Check if user-created content is allowed, as we cannot play multiplayer if it's not // Check if user-created content is allowed, as we cannot play multiplayer if it's not
bool noUGC = false; bool noUGC = false;
BOOL pccAllowed = TRUE; bool pccAllowed = true;
BOOL pccFriendsAllowed = TRUE; bool pccFriendsAllowed = true;
ProfileManager.AllowedPlayerCreatedContent(ProfileManager.GetPrimaryPad(),false,&pccAllowed,&pccFriendsAllowed); ProfileManager.AllowedPlayerCreatedContent(ProfileManager.GetPrimaryPad(),false,&pccAllowed,&pccFriendsAllowed);
if(!pccAllowed && !pccFriendsAllowed) noUGC = true; if(!pccAllowed && !pccFriendsAllowed) noUGC = true;
@ -1601,7 +1601,7 @@ void UIScene_LoadMenu::LoadLevelGen(LevelGenerationOptions *levelGen)
LoadingInputParams *loadingParams = new LoadingInputParams(); LoadingInputParams *loadingParams = new LoadingInputParams();
loadingParams->func = &CGameNetworkManager::RunNetworkGameThreadProc; loadingParams->func = &CGameNetworkManager::RunNetworkGameThreadProc;
loadingParams->lpParam = (LPVOID)param; loadingParams->lpParam = param;
// Reset the autosave time // Reset the autosave time
app.SetAutosaveTimerTime(); app.SetAutosaveTimerTime();
@ -1685,8 +1685,8 @@ int UIScene_LoadMenu::StartGame_SignInReturned(void *pParam,bool bContinue, int
// Check if user-created content is allowed, as we cannot play multiplayer if it's not // Check if user-created content is allowed, as we cannot play multiplayer if it's not
bool noUGC = false; bool noUGC = false;
BOOL pccAllowed = TRUE; bool pccAllowed = true;
BOOL pccFriendsAllowed = TRUE; bool pccFriendsAllowed = true;
ProfileManager.AllowedPlayerCreatedContent(ProfileManager.GetPrimaryPad(),false,&pccAllowed,&pccFriendsAllowed); ProfileManager.AllowedPlayerCreatedContent(ProfileManager.GetPrimaryPad(),false,&pccAllowed,&pccFriendsAllowed);
if(!pccAllowed && !pccFriendsAllowed) noUGC = true; if(!pccAllowed && !pccFriendsAllowed) noUGC = true;