#include "StubPlatformNetwork.h" #include #include #include #include "StubNetworkPlayer.h" #include "app/common/Network/GameNetworkManager.h" #include "minecraft/network/Socket.h" #include "platform/network/NetTypes.h" #include "platform/network/network.h" #include "platform/thread/C4JThread.h" namespace platform_internal { IPlatformNetwork& PlatformNetwork_get() { static StubPlatformNetwork instance; return instance; } } // namespace platform_internal static bool s_gameRunning = false; StubNetworkPlayer StubPlatformNetwork::m_players[4]; void StubPlatformNetwork::NotifyPlayerJoined(INetworkPlayer* pQNetPlayer) { const char* pszDescription; // 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; INetworkPlayer* networkPlayer = (INetworkPlayer*)addNetworkPlayer(pQNetPlayer); if (pQNetPlayer->IsLocal()) { localPlayer = true; if (pQNetPlayer->IsHost()) { pszDescription = "local host"; // 4J Stu - No socket for the localhost as it uses a special // loopback queue m_machineQNetPrimaryPlayers.push_back(pQNetPlayer); } else { pszDescription = "local"; // We need an inbound queue on all local players to receive data // from the host createFakeSocket = true; } } else { if (pQNetPlayer->IsHost()) { pszDescription = "remote host"; } else { pszDescription = "remote"; // If we are the host, then create a fake socket for every remote // player if (IsHost()) { createFakeSocket = true; } } if (IsHost() && !m_bHostChanged) { // Do we already have a primary player for this system? bool systemHasPrimaryPlayer = false; for (auto it = m_machineQNetPrimaryPlayers.begin(); it < m_machineQNetPrimaryPlayers.end(); ++it) { INetworkPlayer* pQNetPrimaryPlayer = *it; if (pQNetPlayer->IsSameSystem(pQNetPrimaryPlayer)) { systemHasPrimaryPlayer = true; break; } } if (!systemHasPrimaryPlayer) m_machineQNetPrimaryPlayers.push_back(pQNetPlayer); } } g_NetworkManager.PlayerJoining(networkPlayer); if (createFakeSocket == true && !m_bHostChanged) { g_NetworkManager.CreateSocket(networkPlayer, localPlayer); } fprintf(stderr, "Player 0x%p \"%s\" joined; %s; voice %i; camera %i.\n", pQNetPlayer, pQNetPlayer->GetOnlineName(), pszDescription, (int)pQNetPlayer->HasVoice(), (int)pQNetPlayer->HasCamera()); if (IsHost()) { // 4J-PB - only the host should do this // g_NetworkManager.UpdateAndSetGameSessionData(); SystemFlagAddPlayer(networkPlayer); } for (int idx = 0; idx < XUSER_MAX_COUNT; ++idx) { if (playerChangedCallback[idx]) playerChangedCallback[idx](networkPlayer, false); } if (s_gameRunning) { int localPlayerCount = 0; for (unsigned int idx = 0; idx < XUSER_MAX_COUNT; ++idx) { if (GetLocalPlayerByUserIndex(idx) != nullptr) ++localPlayerCount; } } } bool StubPlatformNetwork::Initialise(CGameNetworkManager* pGameNetworkManager, int flagIndexSize) { m_pGameNetworkManager = pGameNetworkManager; m_flagIndexSize = flagIndexSize; for (int i = 0; i < XUSER_MAX_COUNT; i++) { playerChangedCallback[i] = nullptr; } m_bLeavingGame = false; m_bLeaveGameOnTick = false; m_bHostChanged = false; m_bIsOfflineGame = false; m_SessionsUpdatedCallback = nullptr; // Success! return true; } void StubPlatformNetwork::Terminate() { // TODO: 4jcraft, no release of ressources } int StubPlatformNetwork::GetJoiningReadyPercentage() { return 100; } int StubPlatformNetwork::CorrectErrorIDS(int IDS) { return IDS; } bool StubPlatformNetwork::isSystemPrimaryPlayer(INetworkPlayer* pQNetPlayer) { return true; } // We call this twice a frame, either side of the render call so is a good place // to "tick" things void StubPlatformNetwork::DoWork() {} int StubPlatformNetwork::GetPlayerCount() { return 1; } bool StubPlatformNetwork::ShouldMessageForFullSession() { return false; } int StubPlatformNetwork::GetOnlinePlayerCount() { return 1; } int StubPlatformNetwork::GetLocalPlayerMask(int playerIndex) { return 1 << playerIndex; } bool StubPlatformNetwork::AddLocalPlayerByUserIndex(int userIndex) { NotifyPlayerJoined(GetLocalPlayerByUserIndex(userIndex)); return true; } bool StubPlatformNetwork::RemoveLocalPlayerByUserIndex(int userIndex) { return true; } bool StubPlatformNetwork::IsInStatsEnabledSession() { return true; } bool StubPlatformNetwork::SessionHasSpace(unsigned int spaceRequired /*= 1*/) { return true; } void StubPlatformNetwork::SendInviteGUI(int quadrant) {} bool StubPlatformNetwork::IsAddingPlayer() { return false; } bool StubPlatformNetwork::LeaveGame(bool bMigrateHost) { if (m_bLeavingGame) return true; m_bLeavingGame = true; // If we are the host wait for the game server to end if (IsHost() && g_NetworkManager.ServerStoppedValid()) { s_gameRunning = false; g_NetworkManager.ServerStoppedWait(); g_NetworkManager.ServerStoppedDestroy(); } return true; } bool StubPlatformNetwork::_LeaveGame(bool bMigrateHost, bool bLeaveRoom) { return true; } void StubPlatformNetwork::HostGame( int localUsersMask, bool bOnlineGame, bool bIsPrivate, unsigned char publicSlots /*= MINECRAFT_NET_MAX_PLAYERS*/, unsigned char privateSlots /*= 0*/) { // #ifdef 0 // 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; s_gameRunning = true; _HostGame(localUsersMask, publicSlots, privateSlots); // #endif } void StubPlatformNetwork::_HostGame( int usersMask, unsigned char publicSlots /*= MINECRAFT_NET_MAX_PLAYERS*/, unsigned char privateSlots /*= 0*/) {} bool StubPlatformNetwork::_StartGame() { return true; } int StubPlatformNetwork::JoinGame(FriendSessionInfo* searchResult, int localUsersMask, int primaryUserIndex) { return CGameNetworkManager::JOINGAME_SUCCESS; } bool StubPlatformNetwork::SetLocalGame(bool isLocal) { m_bIsOfflineGame = isLocal; return true; } void StubPlatformNetwork::SetPrivateGame(bool isPrivate) { fprintf(stderr, "Setting as private game: %s\n", isPrivate ? "yes" : "no"); m_bIsPrivateGame = isPrivate; } void StubPlatformNetwork::RegisterPlayerChangedCallback( int iPad, std::function callback) { playerChangedCallback[iPad] = std::move(callback); } void StubPlatformNetwork::UnRegisterPlayerChangedCallback(int iPad) { playerChangedCallback[iPad] = nullptr; } void StubPlatformNetwork::HandleSignInChange() { return; } bool StubPlatformNetwork::_RunNetworkGame() { return true; } void StubPlatformNetwork::UpdateAndSetGameSessionData( INetworkPlayer* pNetworkPlayerLeaving /*= nullptr*/) { // uint32_t playerCount = m_player->GetPlayerCount(); // // if( this->m_bLeavingGame ) // return; // // if( GetHostPlayer() == nullptr ) // return; // // for(unsigned int i = 0; i < MINECRAFT_NET_MAX_PLAYERS; ++i) // { // if( i < playerCount ) // { // INetworkPlayer *pNetworkPlayer = GetPlayerByIndex(i); // // // We can call this from NotifyPlayerLeaving but at that // point the player is still considered in the session // if( pNetworkPlayer != pNetworkPlayerLeaving ) // { // m_hostGameSessionData.players[i] = // ((NetworkPlayerXbox *)pNetworkPlayer)->GetUID(); // // char *temp; // temp = (char *)wstring_to_string( // pNetworkPlayer->GetOnlineName() ); // memcpy(m_hostGameSessionData.szPlayers[i],temp,XUSER_NAME_SIZE); // } // else // { // m_hostGameSessionData.players[i] = nullptr; // memset(m_hostGameSessionData.szPlayers[i],0,XUSER_NAME_SIZE); // } // } // else // { // m_hostGameSessionData.players[i] = nullptr; // memset(m_hostGameSessionData.szPlayers[i],0,XUSER_NAME_SIZE); // } // } // // m_hostGameSessionData.hostPlayerUID = ((NetworkPlayerXbox // *)GetHostPlayer())->GetQNetPlayer()->GetXuid(); // m_hostGameSessionData.m_uiGameHostSettings = // app.GetGameHostOption(eGameHostOption_All); } bool StubPlatformNetwork::RemoveLocalPlayer(INetworkPlayer* pNetworkPlayer) { return true; } StubPlatformNetwork::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; } StubPlatformNetwork::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 StubPlatformNetwork::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); } void StubPlatformNetwork::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 StubPlatformNetwork::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 StubPlatformNetwork::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; } std::string StubPlatformNetwork::GatherStats() { return ""; } std::string StubPlatformNetwork::GatherRTTStats() { std::string stats("Rtt: "); char stat[32]; for (unsigned int i = 0; i < GetPlayerCount(); ++i) { INetworkPlayer* pQNetPlayer = GetPlayerByIndex(i); if (!pQNetPlayer->IsLocal()) { memset(stat, 0, 32 * sizeof(char)); snprintf(stat, 32, "%d: %d/", i, pQNetPlayer->GetCurrentRtt()); stats.append(stat); } } return stats; } void StubPlatformNetwork::TickSearch() {} void StubPlatformNetwork::SearchForGames() {} void StubPlatformNetwork::SetSearchResultsReady(int resultCount) {} std::vector* StubPlatformNetwork::GetSessionList( int iPad, int localPlayers, bool partyOnly) { std::vector* filteredList = new std::vector(); ; return filteredList; } bool StubPlatformNetwork::GetGameSessionInfo( int iPad, SessionID sessionId, FriendSessionInfo* foundSessionInfo) { return false; } void StubPlatformNetwork::SetSessionsUpdatedCallback( std::function callback) { m_SessionsUpdatedCallback = std::move(callback); } void StubPlatformNetwork::GetFullFriendSessionInfo( FriendSessionInfo* foundSession, std::function callback) { callback(true); } void StubPlatformNetwork::ForceFriendsSessionRefresh() { fprintf(stderr, "Resetting friends session search data\n"); } INetworkPlayer* StubPlatformNetwork::addNetworkPlayer( INetworkPlayer* pQNetPlayer) { StubNetworkPlayer* pNetworkPlayer = new StubNetworkPlayer(); currentNetworkPlayers.push_back(pNetworkPlayer); return pNetworkPlayer; } void StubPlatformNetwork::removeNetworkPlayer(INetworkPlayer* pQNetPlayer) { INetworkPlayer* pNetworkPlayer = getNetworkPlayer(pQNetPlayer); for (auto it = currentNetworkPlayers.begin(); it != currentNetworkPlayers.end(); it++) { if (*it == pNetworkPlayer) { currentNetworkPlayers.erase(it); return; } } } INetworkPlayer* StubPlatformNetwork::getNetworkPlayer( INetworkPlayer* pQNetPlayer) { return pQNetPlayer; } INetworkPlayer* StubPlatformNetwork::GetLocalPlayerByUserIndex(int userIndex) { if (userIndex != 0) return nullptr; // 4jcraft: hack return getNetworkPlayer(&m_players[userIndex]); } INetworkPlayer* StubPlatformNetwork::GetPlayerByIndex(int playerIndex) { return getNetworkPlayer(&m_players[0]); } INetworkPlayer* StubPlatformNetwork::GetPlayerByXuid(PlayerUID xuid) { return getNetworkPlayer(&m_players[0]); } INetworkPlayer* StubPlatformNetwork::GetPlayerBySmallId(unsigned char smallId) { return getNetworkPlayer(&m_players[0]); } INetworkPlayer* StubPlatformNetwork::GetHostPlayer() { return getNetworkPlayer(&m_players[0]); } bool StubPlatformNetwork::IsHost() { return !m_bHostChanged; } bool StubPlatformNetwork::JoinGameFromInviteInfo( int userIndex, int userMask, const INVITE_INFO* pInviteInfo) { return 0; } void StubPlatformNetwork::SetSessionTexturePackParentId(int id) { m_hostGameSessionData.texturePackParentId = id; } void StubPlatformNetwork::SetSessionSubTexturePackId(int id) { m_hostGameSessionData.subTexturePackId = id; } void StubPlatformNetwork::Notify(int ID, uintptr_t Param) {} bool StubPlatformNetwork::IsInSession() { return s_gameRunning; } bool StubPlatformNetwork::IsInGameplay() { return s_gameRunning; } bool StubPlatformNetwork::IsReadyToPlayOrIdle() { return true; }