Fix player list not showing all players on dedicated servers

Register remote players in the client's IQNet array when their
AddPlayerPacket arrives, so they appear in the Tab player list.
Previously only the host and local player were registered.

Also filter the dedicated server's phantom host entry (slot 0, empty
gamertag) from the UI, fix tick() to update entries by smallId instead
of sequential index, and fix player removal to use gamertag matching
since XUIDs are 0 on dedicated servers.
This commit is contained in:
itsRevela 2026-03-26 22:25:40 -05:00
parent 73d713878c
commit 00d1d23cca
2 changed files with 67 additions and 17 deletions

View file

@ -917,6 +917,36 @@ void ClientConnection::handleAddPlayer(shared_ptr<AddPlayerPacket> packet)
}
}
// Client-side registration: if we still have no IQNet entry for this remote
// player, create one so they appear in the Tab player list.
// Find the first available IQNet slot (customData == 0, skip slot 0 which
// is the host). We can't use packet->m_playerIndex directly because on
// dedicated servers the game-level player index starts at 0 for real
// players, conflicting with the IQNet host slot.
if (matchedQNetPlayer == nullptr)
{
for (int s = 1; s < MINECRAFT_NET_MAX_PLAYERS; ++s)
{
IQNetPlayer* qp = &IQNet::m_player[s];
if (qp->GetCustomDataValue() == 0 && qp->m_gamertag[0] == 0)
{
BYTE smallId = static_cast<BYTE>(s);
qp->m_smallId = smallId;
qp->m_isRemote = true;
qp->m_isHostPlayer = false;
qp->m_resolvedXuid = pktXuid;
wcsncpy_s(qp->m_gamertag, 32, packet->name.c_str(), _TRUNCATE);
if (smallId >= IQNet::s_playerCount)
IQNet::s_playerCount = smallId + 1;
extern CPlatformNetworkManagerStub* g_pPlatformNetworkManager;
g_pPlatformNetworkManager->NotifyPlayerJoined(qp);
matchedQNetPlayer = qp;
break;
}
}
}
if (matchedQNetPlayer != nullptr)
{
// Store packet-authoritative XUID on this network slot so later lookups by XUID
@ -1088,28 +1118,27 @@ void ClientConnection::handleRemoveEntity(shared_ptr<RemoveEntitiesPacket> packe
for (int i = 0; i < packet->ids.length; i++)
{
shared_ptr<Entity> entity = getEntity(packet->ids[i]);
if (entity != nullptr && entity->GetType() == eTYPE_PLAYER)
if (entity != nullptr)
{
shared_ptr<Player> player = dynamic_pointer_cast<Player>(entity);
if (player != nullptr)
{
PlayerUID xuid = player->getXuid();
INetworkPlayer* np = g_NetworkManager.GetPlayerByXuid(xuid);
if (np != nullptr)
// Match by gamertag in the IQNet array (XUID may be 0 on dedicated servers)
for (int s = 1; s < MINECRAFT_NET_MAX_PLAYERS; ++s)
{
NetworkPlayerXbox* npx = (NetworkPlayerXbox*)np;
IQNetPlayer* qp = npx->GetQNetPlayer();
if (qp != nullptr)
IQNetPlayer* qp = &IQNet::m_player[s];
if (qp->GetCustomDataValue() != 0 &&
_wcsicmp(qp->m_gamertag, player->getName().c_str()) == 0)
{
extern CPlatformNetworkManagerStub* g_pPlatformNetworkManager;
g_pPlatformNetworkManager->NotifyPlayerLeaving(qp);
qp->m_smallId = 0;
qp->m_isRemote = false;
qp->m_isHostPlayer = false;
// Clear resolved id to avoid stale XUID -> player matches after disconnect.
qp->m_resolvedXuid = INVALID_XUID;
qp->m_gamertag[0] = 0;
qp->SetCustomDataValue(0);
break;
}
}
}

View file

@ -27,8 +27,15 @@ UIScene_InGameInfoMenu::UIScene_InGameInfoMenu(int iPad, void *initData, UILayer
{
PlayerInfo *info = BuildPlayerInfo(player);
// Skip the dedicated server's phantom host entry (slot 0, empty name)
if (info->m_smallId == 0 && info->m_name.empty())
{
delete info;
continue;
}
m_players.push_back(info);
m_playerList.addItem(info->m_name, info->m_colorState, info->m_voiceStatus);
m_playerList.addItem(info->m_name, info->m_colorState, info->m_voiceStatus);
}
}
@ -174,8 +181,15 @@ void UIScene_InGameInfoMenu::handleReload()
{
PlayerInfo *info = BuildPlayerInfo(player);
// Skip the dedicated server's phantom host entry (slot 0, empty name)
if (info->m_smallId == 0 && info->m_name.empty())
{
delete info;
continue;
}
m_players.push_back(info);
m_playerList.addItem(info->m_name, info->m_colorState, info->m_voiceStatus);
m_playerList.addItem(info->m_name, info->m_colorState, info->m_voiceStatus);
}
}
@ -202,23 +216,22 @@ void UIScene_InGameInfoMenu::tick()
{
UIScene::tick();
// Update players by index
// Update players by their stored smallId (not sequential index, which can mismatch
// when entries like the dedicated server host are filtered from the UI list)
for(DWORD i = 0; i < m_players.size(); ++i)
{
INetworkPlayer *player = g_NetworkManager.GetPlayerByIndex( i );
INetworkPlayer *player = g_NetworkManager.GetPlayerBySmallId( m_players[i]->m_smallId );
if(player != nullptr)
{
PlayerInfo *info = BuildPlayerInfo(player);
m_players[i]->m_smallId = info->m_smallId;
if(info->m_voiceStatus != m_players[i]->m_voiceStatus)
{
m_players[i]->m_voiceStatus = info->m_voiceStatus;
m_playerList.setVOIPIcon(i, info->m_voiceStatus);
}
if(info->m_colorState != m_players[i]->m_colorState)
{
m_players[i]->m_colorState = info->m_colorState;
@ -424,11 +437,19 @@ void UIScene_InGameInfoMenu::OnPlayerChanged(void *callbackParam, INetworkPlayer
// If the player is joining
if(!leaving)
{
PlayerInfo *info = scene->BuildPlayerInfo(pPlayer);
// Skip the dedicated server's phantom host entry (slot 0, empty name)
if (pPlayer->GetSmallId() == 0 && info->m_name.empty())
{
delete info;
return;
}
app.DebugPrintf("<UIScene_InGameInfoMenu::OnPlayerChanged> Player \"%ls\" not found, adding\n", pPlayer->GetOnlineName());
PlayerInfo *info = scene->BuildPlayerInfo(pPlayer);
scene->m_players.push_back(info);
// Note that the tick updates buttons every tick so it's only really important that we
// add the button (not the order or content)
scene->m_playerList.addItem(info->m_name, info->m_colorState, info->m_voiceStatus);