4jcraft/targets/platform/network/stub/StubPlatformNetwork.cpp

487 lines
15 KiB
C++

#include "StubPlatformNetwork.h"
#include <string.h>
#include <wchar.h>
#include <compare>
#include "StubNetworkPlayer.h"
#include "app/common/Network/GameNetworkManager.h"
#include "minecraft/network/Socket.h"
#include "platform/C4JThread.h"
#include "platform/network/NetTypes.h"
#include "platform/network/network.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<void(INetworkPlayer* pPlayer, bool leaving)> 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<FriendSessionInfo*>* StubPlatformNetwork::GetSessionList(
int iPad, int localPlayers, bool partyOnly) {
std::vector<FriendSessionInfo*>* filteredList =
new std::vector<FriendSessionInfo*>();
;
return filteredList;
}
bool StubPlatformNetwork::GetGameSessionInfo(
int iPad, SessionID sessionId, FriendSessionInfo* foundSessionInfo) {
return false;
}
void StubPlatformNetwork::SetSessionsUpdatedCallback(
std::function<void()> callback) {
m_SessionsUpdatedCallback = std::move(callback);
}
void StubPlatformNetwork::GetFullFriendSessionInfo(
FriendSessionInfo* foundSession,
std::function<void(bool success)> 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; }