mirror of
https://github.com/smartcmd/MinecraftConsoles.git
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The old Windows64 port had no real player identity — it used hardcoded fake XUIDs, so anyone could impersonate anyone. This replaces that with proper auth supporting Mojang, Ely.by, and offline accounts. MCAuth library (new, MCAuth/): Mojang auth via MSA device code flow (XBL, SISU, MC services), Ely.by via Yggdrasil with 2FA, offline UUID generation matching Java Edition (MD5 v3 from "OfflinePlayer:<name>"). Multi-account manager with background token refresh, per-slot sessions, and on-disk token persistence. Server-side session verification via Mojang/Ely.by hasJoined API. Skin fetching and PNG validation from texture servers. Network protocol (version bumped to 80): Three new packets (AuthScheme, AuthResponse, AuthResult) implement a server-driven auth handshake before login completes. Player identity migrated from 64-bit XUID to 128-bit GameUUID backed by two uint64 fields (hi/lo). readPlayerUID/writePlayerUID now serialize 16 bytes on the wire. Old and new clients cannot connect to each other — version mismatch is rejected at PreLogin. Save migration: Map data mappings auto-migrate from old format: the old 64-bit XUID is placed in hi, lo is set to 0 as a sentinel. On first access by the real player, the sentinel entry is upgraded in-place to the full 128-bit UUID. Format detection is by file size (2080, 2112, or 4160 bytes). Player .dat filenames inside saveData.ms change from decimal XUID to dashed UUID — old saves need manual entry renaming in the archive. UI: NativeUIRenderer: immediate-mode drawing system (quads, text, 9-slice panels, scrollbars, focus lists) for rendering auth screens without Flash/Scaleform. UIScene_MSAuth handles device code display, Ely.by credential input with 2FA, per-account skin head preview, and multi-account add/remove/switch. Server: online-mode and auth-provider (mojang/elyby) in server.properties. Whitelist and ban checks validate against the server-verified UUID. Incompatible auth scheme logs which provider the server expects vs what the client is using. Also fixes a pre-existing exploit where any client could send a DebugOptionsPacket to grant themselves CraftAnything and other debug privileges on any server — now requires OP status server-side.
238 lines
8.2 KiB
C++
238 lines
8.2 KiB
C++
#pragma once
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using namespace std;
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#include <vector>
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#include <qnet.h>
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#include "..\..\..\Minecraft.World\C4JThread.h"
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#include "NetworkPlayerInterface.h"
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#ifdef _XBOX
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#include "..\..\Xbox\Network\PlatformNetworkManagerXbox.h"
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#elif defined __PS3__ || defined __ORBIS__ || defined __PSVITA__
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#include "..\..\Common\Network\Sony\PlatformNetworkManagerSony.h"
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#elif defined _DURANGO
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#include "..\..\Durango\Network\PlatformNetworkManagerDurango.h"
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#else
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#include "PlatformNetworkManagerStub.h"
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#endif
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#include "SessionInfo.h"
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#ifdef __ORBIS__
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#include "..\..\Orbis\Network\PsPlusUpsellWrapper_Orbis.h"
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#endif
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class ClientConnection;
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class Minecraft;
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const int NON_QNET_SENDDATA_ACK_REQUIRED = 1;
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// This class implements the game-side interface to the networking system. As such, it is platform independent and may contain bits of game-side code where appropriate.
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// It shouldn't ever reference any platform specifics of the network implementation (eg QNET), rather it should interface with an implementation of PlatformNetworkManager to
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// provide this functionality.
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class CGameNetworkManager
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{
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#ifdef _XBOX
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friend class CPlatformNetworkManagerXbox;
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#elif defined __PS3__ || defined __ORBIS__ || defined __PSVITA__
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friend class CPlatformNetworkManagerSony;
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#elif defined _DURANGO
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friend class CPlatformNetworkManagerDurango;
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#else
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friend class CPlatformNetworkManagerStub;
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#endif
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public:
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CGameNetworkManager();
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// Misc high level flow
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typedef enum
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{
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JOINGAME_SUCCESS,
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JOINGAME_FAIL_GENERAL,
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JOINGAME_FAIL_SERVER_FULL
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} eJoinGameResult;
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void Initialise();
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void Terminate();
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void DoWork();
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bool _RunNetworkGame(LPVOID lpParameter);
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bool StartNetworkGame(Minecraft *minecraft, LPVOID lpParameter);
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int CorrectErrorIDS(int IDS);
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// Player management
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static int GetLocalPlayerMask(int playerIndex);
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int GetPlayerCount();
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int GetOnlinePlayerCount();
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bool AddLocalPlayerByUserIndex( int userIndex );
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bool RemoveLocalPlayerByUserIndex( int userIndex );
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INetworkPlayer *GetLocalPlayerByUserIndex(int userIndex );
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INetworkPlayer *GetPlayerByIndex(int playerIndex);
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INetworkPlayer *GetPlayerByXuid(PlayerUID xuid);
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INetworkPlayer *GetPlayerBySmallId(unsigned char smallId);
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wstring GetDisplayNameByGamertag(wstring gamertag);
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INetworkPlayer *GetHostPlayer();
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void RegisterPlayerChangedCallback(int iPad, void (*callback)(void *callbackParam, INetworkPlayer *pPlayer, bool leaving), void *callbackParam);
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void UnRegisterPlayerChangedCallback(int iPad, void (*callback)(void *callbackParam, INetworkPlayer *pPlayer, bool leaving), void *callbackParam);
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void HandleSignInChange();
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bool ShouldMessageForFullSession();
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// State management
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bool IsInSession();
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bool IsInGameplay();
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bool IsLeavingGame();
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bool IsReadyToPlayOrIdle();
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// Hosting and game type
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bool SetLocalGame(bool isLocal);
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bool IsLocalGame();
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void SetPrivateGame(bool isPrivate);
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bool IsPrivateGame();
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void HostGame(int localUsersMask, bool bOnlineGame, bool bIsPrivate, int publicSlots = MINECRAFT_NET_MAX_PLAYERS, int privateSlots = 0);
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bool IsHost();
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bool IsInStatsEnabledSession();
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// Client session discovery
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bool SessionHasSpace(unsigned int spaceRequired = 1);
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vector<FriendSessionInfo *> *GetSessionList(int iPad, int localPlayers, bool partyOnly);
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bool GetGameSessionInfo(int iPad, SessionID sessionId,FriendSessionInfo *foundSession);
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void SetSessionsUpdatedCallback( void (*SessionsUpdatedCallback)(LPVOID pParam), LPVOID pSearchParam );
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void GetFullFriendSessionInfo( FriendSessionInfo *foundSession, void (* FriendSessionUpdatedFn)(bool success, void *pParam), void *pParam );
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void ForceFriendsSessionRefresh();
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// Session joining and leaving
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bool JoinGameFromInviteInfo( int userIndex, int userMask, const INVITE_INFO *pInviteInfo);
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eJoinGameResult JoinGame(FriendSessionInfo *searchResult, int localUsersMask);
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static void CancelJoinGame(LPVOID lpParam); // Not part of the shared interface
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bool LeaveGame(bool bMigrateHost);
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static int JoinFromInvite_SignInReturned(void *pParam,bool bContinue, int iPad);
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void UpdateAndSetGameSessionData(INetworkPlayer *pNetworkPlayerLeaving = nullptr);
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void SendInviteGUI(int iPad);
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void ResetLeavingGame();
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// Threads
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bool IsNetworkThreadRunning();
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static int RunNetworkGameThreadProc( void* lpParameter );
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static int ServerThreadProc( void* lpParameter );
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static int ExitAndJoinFromInviteThreadProc( void* lpParam );
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#if (defined __PS3__) || (defined __ORBIS__) || (defined __PSVITA__)
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static int MustSignInReturned_0(void *pParam,int iPad,C4JStorage::EMessageResult result);
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static int PSNSignInReturned_0(void* pParam, bool bContinue, int iPad);
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static int MustSignInReturned_1(void *pParam,int iPad,C4JStorage::EMessageResult result);
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static int PSNSignInReturned_1(void* pParam, bool bContinue, int iPad);
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#endif
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static void _LeaveGame();
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static int ChangeSessionTypeThreadProc( void* lpParam );
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// System flags
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void SystemFlagSet(INetworkPlayer *pNetworkPlayer, int index);
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bool SystemFlagGet(INetworkPlayer *pNetworkPlayer, int index);
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// Events
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void ServerReadyCreate(bool create); // Create the signal (or set to nullptr)
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void ServerReady(); // Signal that we are ready
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void ServerReadyWait(); // Wait for the signal
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void ServerReadyDestroy(); // Destroy signal
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bool ServerReadyValid(); // Is non-nullptr
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void ServerStoppedCreate(bool create); // Create the signal
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void ServerStopped(); // Signal that we are ready
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void ServerStoppedWait(); // Wait for the signal
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void ServerStoppedDestroy(); // Destroy signal
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bool ServerStoppedValid(); // Is non-nullptr
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#ifdef __PSVITA__
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static bool usingAdhocMode();
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static void setAdhocMode(bool bAdhoc);
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static void startAdhocMatching();
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#endif
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// Debug output
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wstring GatherStats();
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void renderQueueMeter();
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wstring GatherRTTStats();
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// GUI debug output
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// Used for debugging output
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static const int messageQueue_length = 512;
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static int64_t messageQueue[messageQueue_length];
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static const int byteQueue_length = 512;
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static int64_t byteQueue[byteQueue_length];
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static int messageQueuePos;
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// Methods called from PlatformNetworkManager
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private:
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void StateChange_AnyToHosting();
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void StateChange_AnyToJoining();
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void StateChange_JoiningToIdle(CPlatformNetworkManager::eJoinFailedReason reason);
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void StateChange_AnyToStarting();
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void StateChange_AnyToEnding(bool bStateWasPlaying);
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void StateChange_AnyToIdle();
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void CreateSocket( INetworkPlayer *pNetworkPlayer, bool localPlayer );
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void CloseConnection( INetworkPlayer *pNetworkPlayer );
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void PlayerJoining( INetworkPlayer *pNetworkPlayer );
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void PlayerLeaving( INetworkPlayer *pNetworkPlayer );
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void HostChanged();
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void WriteStats( INetworkPlayer *pNetworkPlayer );
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void GameInviteReceived( int userIndex, const INVITE_INFO *pInviteInfo);
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void HandleInviteWhenInMenus( int userIndex, const INVITE_INFO *pInviteInfo);
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void AddLocalPlayerFailed(int idx, bool serverFull = false);
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#if defined __PS3__ || defined __PSVITA__ || defined __ORBIS__
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void HandleDisconnect(bool bLostRoomOnly,bool bPSNSignOut);
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#else
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void HandleDisconnect(bool bLostRoomOnly);
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#endif
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int GetPrimaryPad();
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int GetLockedProfile();
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bool IsSignedInLive(int playerIdx);
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bool AllowedToPlayMultiplayer(int playerIdx);
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const char *GetOnlineName(int playerIdx);
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C4JThread::Event* m_hServerStoppedEvent;
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C4JThread::Event* m_hServerReadyEvent;
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bool m_bInitialised;
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#ifdef _XBOX_ONE
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public:
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void SetFullSessionMessageOnNextSessionChange() { m_bFullSessionMessageOnNextSessionChange = true; }
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#endif
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private:
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float m_lastPlayerEventTimeStart; // For telemetry
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static CPlatformNetworkManager *s_pPlatformNetworkManager;
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bool m_bNetworkThreadRunning;
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int GetJoiningReadyPercentage();
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bool m_bLastDisconnectWasLostRoomOnly;
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bool m_bFullSessionMessageOnNextSessionChange;
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#if defined __PS3__ || defined __PSVITA__ || defined __ORBIS__
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bool m_bSignedOutofPSN;
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#endif
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#ifdef __ORBIS__
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PsPlusUpsellWrapper *m_pUpsell;
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INVITE_INFO *m_pInviteInfo;
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int m_iPlayerInvited;
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#endif
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public:
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#ifndef _XBOX
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void FakeLocalPlayerJoined(); // Temporary method whilst we don't have real networking to make this happen
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#endif
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};
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extern CGameNetworkManager g_NetworkManager;
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#ifdef __PS3__
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#undef __in
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#define __out
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#endif
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