#include "../../Minecraft.World/Platform/stdafx.h" #include "../../Minecraft.World/Network/Socket.h" #include "../../Minecraft.World/Util/StringHelpers.h" #include "PlatformNetworkManagerStub.h" #include "../../Minecraft.Client/Platform/Xbox/Network/NetworkPlayerXbox.h" // TODO - stub version of this? CPlatformNetworkManagerStub* g_pPlatformNetworkManager; void CPlatformNetworkManagerStub::NotifyPlayerJoined(IQNetPlayer* 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; NetworkPlayerXbox* networkPlayer = (NetworkPlayerXbox*)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 (m_pIQNet->IsHost()) { createFakeSocket = true; } } if (m_pIQNet->IsHost() && !m_bHostChanged) { // Do we already have a primary player for this system? bool systemHasPrimaryPlayer = false; for (AUTO_VAR(it, m_machineQNetPrimaryPlayers.begin()); it < m_machineQNetPrimaryPlayers.end(); ++it) { IQNetPlayer* 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); } app.DebugPrintf("Player 0x%p \"%ls\" joined; %s; voice %i; camera %i.\n", pQNetPlayer, pQNetPlayer->GetGamertag(), pszDescription, (int)pQNetPlayer->HasVoice(), (int)pQNetPlayer->HasCamera()); if (m_pIQNet->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] != NULL) playerChangedCallback[idx](playerChangedCallbackParam[idx], networkPlayer, false); } if (m_pIQNet->GetState() == QNET_STATE_GAME_PLAY) { int localPlayerCount = 0; for (unsigned int idx = 0; idx < XUSER_MAX_COUNT; ++idx) { if (m_pIQNet->GetLocalPlayerByUserIndex(idx) != NULL) ++localPlayerCount; } float appTime = app.getAppTime(); // Only record stats for the primary player here m_lastPlayerEventTimeStart = appTime; } } bool CPlatformNetworkManagerStub::Initialise( CGameNetworkManager* pGameNetworkManager, int flagIndexSize) { m_pGameNetworkManager = pGameNetworkManager; m_flagIndexSize = flagIndexSize; g_pPlatformNetworkManager = this; // 4jcraft added this, as it was never called m_pIQNet = new IQNet(); for (int i = 0; i < XUSER_MAX_COUNT; i++) { playerChangedCallback[i] = NULL; } m_bLeavingGame = false; m_bLeaveGameOnTick = false; m_bHostChanged = false; m_bSearchResultsReady = false; m_bSearchPending = false; m_bIsOfflineGame = false; m_pSearchParam = nullptr; m_SessionsUpdatedCallback = nullptr; for (unsigned int i = 0; i < XUSER_MAX_COUNT; ++i) { m_searchResultsCount[i] = 0; m_lastSearchStartTime[i] = 0; // The results that will be filled in with the current search m_pSearchResults[i] = NULL; m_pQoSResult[i] = NULL; m_pCurrentSearchResults[i] = NULL; m_pCurrentQoSResult[i] = NULL; m_currentSearchResultsCount[i] = 0; } // Success! return true; } void CPlatformNetworkManagerStub::Terminate() { // TODO: 4jcraft, no release of ressources } int CPlatformNetworkManagerStub::GetJoiningReadyPercentage() { return 100; } int CPlatformNetworkManagerStub::CorrectErrorIDS(int IDS) { return IDS; } bool CPlatformNetworkManagerStub::isSystemPrimaryPlayer( IQNetPlayer* pQNetPlayer) { return true; } // We call this twice a frame, either side of the render call so is a good place // to "tick" things void CPlatformNetworkManagerStub::DoWork() {} int CPlatformNetworkManagerStub::GetPlayerCount() { return m_pIQNet->GetPlayerCount(); } bool CPlatformNetworkManagerStub::ShouldMessageForFullSession() { return false; } int CPlatformNetworkManagerStub::GetOnlinePlayerCount() { return 1; } int CPlatformNetworkManagerStub::GetLocalPlayerMask(int playerIndex) { return 1 << playerIndex; } bool CPlatformNetworkManagerStub::AddLocalPlayerByUserIndex(int userIndex) { NotifyPlayerJoined(m_pIQNet->GetLocalPlayerByUserIndex(userIndex)); return (m_pIQNet->AddLocalPlayerByUserIndex(userIndex) == S_OK); } bool CPlatformNetworkManagerStub::RemoveLocalPlayerByUserIndex(int userIndex) { return true; } bool CPlatformNetworkManagerStub::IsInStatsEnabledSession() { return true; } bool CPlatformNetworkManagerStub::SessionHasSpace( unsigned int spaceRequired /*= 1*/) { return true; } void CPlatformNetworkManagerStub::SendInviteGUI(int quadrant) {} bool CPlatformNetworkManagerStub::IsAddingPlayer() { return false; } bool CPlatformNetworkManagerStub::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_pIQNet->IsHost() && g_NetworkManager.ServerStoppedValid()) { m_pIQNet->EndGame(); g_NetworkManager.ServerStoppedWait(); g_NetworkManager.ServerStoppedDestroy(); } return true; } bool CPlatformNetworkManagerStub::_LeaveGame(bool bMigrateHost, bool bLeaveRoom) { return true; } void CPlatformNetworkManagerStub::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; m_pIQNet->HostGame(); _HostGame(localUsersMask, publicSlots, privateSlots); // #endif } void CPlatformNetworkManagerStub::_HostGame( int usersMask, unsigned char publicSlots /*= MINECRAFT_NET_MAX_PLAYERS*/, unsigned char privateSlots /*= 0*/) {} bool CPlatformNetworkManagerStub::_StartGame() { return true; } int CPlatformNetworkManagerStub::JoinGame(FriendSessionInfo* searchResult, int localUsersMask, int primaryUserIndex) { return CGameNetworkManager::JOINGAME_SUCCESS; } bool CPlatformNetworkManagerStub::SetLocalGame(bool isLocal) { m_bIsOfflineGame = isLocal; return true; } void CPlatformNetworkManagerStub::SetPrivateGame(bool isPrivate) { app.DebugPrintf("Setting as private game: %s\n", isPrivate ? "yes" : "no"); m_bIsPrivateGame = isPrivate; } void CPlatformNetworkManagerStub::RegisterPlayerChangedCallback( int iPad, void (*callback)(void* callbackParam, INetworkPlayer* pPlayer, bool leaving), void* callbackParam) { playerChangedCallback[iPad] = callback; playerChangedCallbackParam[iPad] = callbackParam; } void CPlatformNetworkManagerStub::UnRegisterPlayerChangedCallback( int iPad, void (*callback)(void* callbackParam, INetworkPlayer* pPlayer, bool leaving), void* callbackParam) { if (playerChangedCallbackParam[iPad] == callbackParam) { playerChangedCallback[iPad] = NULL; playerChangedCallbackParam[iPad] = NULL; } } void CPlatformNetworkManagerStub::HandleSignInChange() { return; } bool CPlatformNetworkManagerStub::_RunNetworkGame() { return true; } void CPlatformNetworkManagerStub::UpdateAndSetGameSessionData( INetworkPlayer* pNetworkPlayerLeaving /*= NULL*/) { // DWORD playerCount = m_pIQNet->GetPlayerCount(); // // if( this->m_bLeavingGame ) // return; // // if( GetHostPlayer() == NULL ) // 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 *)wstringtofilename( // pNetworkPlayer->GetOnlineName() ); // memcpy(m_hostGameSessionData.szPlayers[i],temp,XUSER_NAME_SIZE); // } // else // { // m_hostGameSessionData.players[i] = NULL; // memset(m_hostGameSessionData.szPlayers[i],0,XUSER_NAME_SIZE); // } // } // else // { // m_hostGameSessionData.players[i] = NULL; // memset(m_hostGameSessionData.szPlayers[i],0,XUSER_NAME_SIZE); // } // } // // m_hostGameSessionData.hostPlayerUID = ((NetworkPlayerXbox // *)GetHostPlayer())->GetQNetPlayer()->GetXuid(); // m_hostGameSessionData.m_uiGameHostSettings = // app.GetGameHostOption(eGameHostOption_All); } int CPlatformNetworkManagerStub::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 CPlatformNetworkManagerStub::RemoveLocalPlayer( INetworkPlayer* pNetworkPlayer) { return true; } CPlatformNetworkManagerStub::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; } CPlatformNetworkManagerStub::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 CPlatformNetworkManagerStub::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 CPlatformNetworkManagerStub::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 CPlatformNetworkManagerStub::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 CPlatformNetworkManagerStub::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 CPlatformNetworkManagerStub::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; } std::wstring CPlatformNetworkManagerStub::GatherStats() { return L""; } std::wstring CPlatformNetworkManagerStub::GatherRTTStats() { std::wstring stats(L"Rtt: "); wchar_t stat[32]; for (unsigned int i = 0; i < GetPlayerCount(); ++i) { IQNetPlayer* pQNetPlayer = ((NetworkPlayerXbox*)GetPlayerByIndex(i))->GetQNetPlayer(); if (!pQNetPlayer->IsLocal()) { ZeroMemory(stat, 32 * sizeof(WCHAR)); swprintf(stat, 32, L"%d: %d/", i, pQNetPlayer->GetCurrentRtt()); stats.append(stat); } } return stats; } void CPlatformNetworkManagerStub::TickSearch() {} void CPlatformNetworkManagerStub::SearchForGames() {} int CPlatformNetworkManagerStub::SearchForGamesThreadProc(void* lpParameter) { return 0; } void CPlatformNetworkManagerStub::SetSearchResultsReady(int resultCount) { m_bSearchResultsReady = true; m_searchResultsCount[m_lastSearchPad] = resultCount; } std::vector* CPlatformNetworkManagerStub::GetSessionList( int iPad, int localPlayers, bool partyOnly) { std::vector* filteredList = new std::vector(); ; return filteredList; } bool CPlatformNetworkManagerStub::GetGameSessionInfo( int iPad, SessionID sessionId, FriendSessionInfo* foundSessionInfo) { return false; } void CPlatformNetworkManagerStub::SetSessionsUpdatedCallback( void (*SessionsUpdatedCallback)(void* pParam), void* pSearchParam) { m_SessionsUpdatedCallback = SessionsUpdatedCallback; m_pSearchParam = pSearchParam; } void CPlatformNetworkManagerStub::GetFullFriendSessionInfo( FriendSessionInfo* foundSession, void (*FriendSessionUpdatedFn)(bool success, void* pParam), void* pParam) { FriendSessionUpdatedFn(true, pParam); } void CPlatformNetworkManagerStub::ForceFriendsSessionRefresh() { app.DebugPrintf("Resetting friends session search data\n"); for (unsigned int i = 0; i < XUSER_MAX_COUNT; ++i) { m_searchResultsCount[i] = 0; m_lastSearchStartTime[i] = 0; delete m_pSearchResults[i]; m_pSearchResults[i] = NULL; } } INetworkPlayer* CPlatformNetworkManagerStub::addNetworkPlayer( IQNetPlayer* pQNetPlayer) { NetworkPlayerXbox* pNetworkPlayer = new NetworkPlayerXbox(pQNetPlayer); pQNetPlayer->SetCustomDataValue((ULONG_PTR)pNetworkPlayer); currentNetworkPlayers.push_back(pNetworkPlayer); return pNetworkPlayer; } void CPlatformNetworkManagerStub::removeNetworkPlayer( IQNetPlayer* pQNetPlayer) { INetworkPlayer* pNetworkPlayer = getNetworkPlayer(pQNetPlayer); for (AUTO_VAR(it, currentNetworkPlayers.begin()); it != currentNetworkPlayers.end(); it++) { if (*it == pNetworkPlayer) { currentNetworkPlayers.erase(it); return; } } } INetworkPlayer* CPlatformNetworkManagerStub::getNetworkPlayer( IQNetPlayer* pQNetPlayer) { return pQNetPlayer ? (INetworkPlayer*)(pQNetPlayer->GetCustomDataValue()) : NULL; } INetworkPlayer* CPlatformNetworkManagerStub::GetLocalPlayerByUserIndex( int userIndex) { return getNetworkPlayer(m_pIQNet->GetLocalPlayerByUserIndex(userIndex)); } INetworkPlayer* CPlatformNetworkManagerStub::GetPlayerByIndex(int playerIndex) { return getNetworkPlayer(m_pIQNet->GetPlayerByIndex(playerIndex)); } INetworkPlayer* CPlatformNetworkManagerStub::GetPlayerByXuid(PlayerUID xuid) { return getNetworkPlayer(m_pIQNet->GetPlayerByXuid(xuid)); } INetworkPlayer* CPlatformNetworkManagerStub::GetPlayerBySmallId( unsigned char smallId) { return getNetworkPlayer(m_pIQNet->GetPlayerBySmallId(smallId)); } INetworkPlayer* CPlatformNetworkManagerStub::GetHostPlayer() { return getNetworkPlayer(m_pIQNet->GetHostPlayer()); } bool CPlatformNetworkManagerStub::IsHost() { return m_pIQNet->IsHost() && !m_bHostChanged; } bool CPlatformNetworkManagerStub::JoinGameFromInviteInfo( int userIndex, int userMask, const INVITE_INFO* pInviteInfo) { return (m_pIQNet->JoinGameFromInviteInfo(userIndex, userMask, pInviteInfo) == S_OK); } void CPlatformNetworkManagerStub::SetSessionTexturePackParentId(int id) { m_hostGameSessionData.texturePackParentId = id; } void CPlatformNetworkManagerStub::SetSessionSubTexturePackId(int id) { m_hostGameSessionData.subTexturePackId = id; } void CPlatformNetworkManagerStub::Notify(int ID, ULONG_PTR Param) {} bool CPlatformNetworkManagerStub::IsInSession() { return m_pIQNet->GetState() != QNET_STATE_IDLE; } bool CPlatformNetworkManagerStub::IsInGameplay() { return m_pIQNet->GetState() == QNET_STATE_GAME_PLAY; } bool CPlatformNetworkManagerStub::IsReadyToPlayOrIdle() { return true; }