Files
MinecraftConsoles/Minecraft.Client/Common/Network/GameNetworkManager.cpp
MrTheShy 88798b501d Split screen, widescreen support, font rendering fixes, ui scaling fixes (#767)
* Sync keyboard text buffer from Flash before processing physical input

The native keyboard scene maintained a separate C++ buffer
(m_win64TextBuffer) for physical keyboard input, which was pushed
to the Flash text field via setLabel(). However, when the user typed
with the on-screen controller buttons, Flash updated its text field
directly through ActionScript without updating the C++ buffer.

This caused a desync: switching back to the physical keyboard would
overwrite any text entered via controller, since m_win64TextBuffer
still held the old value before the controller edits.

Fix: read the current Flash text field into m_win64TextBuffer at the
start of each tick(), before consuming new physical keyboard chars.
This ensures both input methods always operate on the same state.

* Use last active input device to decide keyboard mode instead of connection state

The keyboard UI mode (on-screen virtual keyboard vs direct text input)
was determined by Win64_IsControllerConnected(), which checks if any
XInput controller is physically plugged in. This meant that even if
the player was actively using mouse and keyboard, the virtual keyboard
would still appear as long as a controller was connected.

Replace the connection check with g_KBMInput.IsKBMActive(), which
tracks the actual last-used input device based on per-frame input
detection. Now the keyboard mode is determined by what the player is
currently using, not what hardware happens to be plugged in.

Affected scenes: CreateWorldMenu (world naming) and LoadOrJoinMenu
(world renaming).

* Fix TextInput caret behavior and add proper cursor editing for KBM direct edit

The direct text editing mode introduced for KBM users had several
issues with the TextInput control's caret (blinking cursor) and text
manipulation:

1. Caret visible when not editing:
   When navigating to the world name field with keyboard/mouse, Flash's
   Iggy focus system would show the blinking caret even though the field
   wasn't active for editing yet (Enter not pressed). This was misleading
   since typing had no effect in that state.

   Fix: access the FJ_TextInput's internal m_mcCaret MovieClip and
   force its visibility based on editing state. This is enforced every
   tick because setLabel() and Flash focus transitions continuously
   reset the caret state.

2. No cursor movement during editing:
   The direct edit implementation treated the text as a simple buffer
   with push_back/pop_back — there was no concept of cursor position.
   Backspace only deleted from the end, and arrow keys did nothing.

   Fix: track cursor position (m_iCursorPos) in C++ and use wstring
   insert/erase at that position. Arrow keys (Left/Right), Home, End,
   and Delete now work as expected. The visual caret position is synced
   to Flash via the FJ_TextInput's SetCaretIndex method.

3. setLabel() resetting caret position:
   Every call to setLabel() (when text changes) caused Flash to reset
   the caret to the end of the string, making the cursor jump visually
   even though the C++ position was correct.

   Fix: enforce caret position via setCaretIndex every tick during
   editing, so any Flash-side resets are immediately corrected.

New UIControl_TextInput API:
- setCaretVisible(bool): toggles m_mcCaret.visible in Flash
- setCaretIndex(int): calls FJ_TextInput.SetCaretIndex in Flash

* Fix keyboard/arrow navigation not working when no UI element is focused

On Windows64 with KBM, moving the mouse over empty space (outside any
button) would clear the Iggy focus entirely. After that, pressing arrow
keys did nothing because Flash had no starting element to navigate from.

Two changes here:

- Don't set focus to IGGY_FOCUS_NULL when the mouse hovers over empty
  space. The previous hover target stays focused, so switching back to
  arrows keeps working seamlessly.

- When a navigation key is pressed and nothing is focused at all (e.g.
  mouse was already on empty space when the menu opened), grab the first
  focusable element instead of silently dropping the input. The keypress
  is consumed to avoid jumping two elements at once.

This makes mixed mouse+keyboard navigation feel a lot more natural.
You can point at a button, then continue with arrows, or just start
pressing arrows right away without having to hover first.

* Overhaul mouse support and generalize direct text editing to all UI scenes

This is a large rework of the Windows64 KBM (keyboard+mouse) input layer.
It touches the mouse hover system, the mouse click dispatch, and the direct
text editing infrastructure, then applies all of it to every scene that has
text input fields or non-standard clickable elements.

MOUSE HOVER REWRITE (UIController.cpp tickInput)

The old hover code had two structural problems:

(a) Scene lookup was group-first: it iterated UI groups and checked all
layers within each group. The Tooltips layer on eUIGroup_Fullscreen (which
holds non-interactive overlays like button hints) would be found before
in-game menus on eUIGroup_Player1. The tooltip scene focusable objects
captured mouse input and prevented hover from reaching the actual menu.

Fixed by switching to layer-first lookup across all groups, and skipping
eUILayer_Tooltips entirely since those are never interactive.

(b) On tabbed menus (LaunchMoreOptionsMenu Game vs World tabs), all
controls from all tabs are registered in Flash at the same time. There was
no filtering, so controls from inactive tabs had phantom hitboxes that
overlapped the active tab controls, making certain buttons unhoverable.

Fixed by introducing parent panel tracking: each UIControl now has a
m_pParentPanel pointer, set automatically by the UI_MAP_ELEMENT macro
during mapElementsAndNames(). The hover code checks the control parent
panel against the scene GetMainPanel() and skips mismatches. This is the
same technique the Vita touch code used, but applied to mouse hover.

The coordinate conversion was also simplified. The old code had two separate
scaling paths (window dimensions for hover, display dimensions for sliders).
Now there is one conversion from window pixel coords to SWF coords using
the scene own render dimensions.

REUSING VITA TOUCH APIs FOR MOUSE (ButtonList, UIScene)

Several APIs originally gated behind __PSVITA__ are now enabled for Win64:

- UIControl_ButtonList::SetTouchFocus(x,y) and CanTouchTrigger(x,y): the
  Flash-side ActionScript methods were already registered on all platforms
  in setupControl(), only the C++ wrappers were ifdef-gated. Opening the
  ifdefs to include _WINDOWS64 lets the mouse hover code delegate to Flash
  for list item highlighting, which handles internal scrolling and item
  layout that would be impractical to replicate in C++.

- UIScene::SetFocusToElement(id): programmatic focus-by-control-ID, used as
  a fallback when Iggy focusable objects do not match the C++ hit test.

- UIScene_LaunchMoreOptionsMenu::GetMainPanel(): returns the active tab
  panel control, needed by the hover code to filter inactive tab controls.

MOUSE CLICK DISPATCH (UIScene.cpp handleMouseClick)

Left-clicking previously relied entirely on Iggy ACTION_MENU_OK dispatch,
which routes to whatever Flash considers focused. This broke for custom-
drawn elements that are not Flash buttons (crafting recipe slots), and for
scenes where Iggy focus did not match what the user visually clicked.

Added a virtual handleMouseClick(x, y) on UIScene with a default
implementation that hit-tests C++ controls. When multiple controls report
overlapping bounds (common in debug scenes where TextInputs report full
Flash-width), it picks the one whose left edge X is closest to the click.
Returns true to consume the click and suppress the normal ACTION_MENU_A
dispatch via a m_mouseClickConsumedByScene flag on UIController.

The default implementation handles buttons, text inputs, and checkboxes
(toggling state and calling handleCheckboxToggled directly).

CRAFTING MENU MOUSE CLICK (UIScene_CraftingMenu.cpp)

The crafting menu recipe slots (H slots) are rendered through Iggy custom
draw callback, not as Flash buttons. They have no focusable objects, so
mouse clicking did nothing.

The solution caches SWF-space positions during rendering: inside customDraw,
when H slot 0 and H slot 1 are drawn, the code extracts SWF coordinates
from the D3D11 transform matrix via gdraw_D3D11_CalculateCustomDraw_4J.
The X difference between slot 0 and slot 1 gives the uniform slot spacing.

handleMouseClick then uses these cached bounds to determine which recipe
slot was clicked, resets the vertical slot indices (same pattern as the
constructor), updates the highlight and vertical slots display, and re-shows
the old slot icon. This mirrors the existing controller LEFT/RIGHT
navigation in the base class handleKeyDown.

DIRECT EDIT REFACTORING (UIControl_TextInput)

The direct text editing feature (type directly into text fields instead of
opening the virtual keyboard) was originally implemented inline in
CreateWorldMenu with all the state, character consumption, cursor tracking,
caret visibility, and cooldown logic hardcoded in one scene.

Moved everything into UIControl_TextInput:
- beginDirectEdit(charLimit): captures current label, inits cursor at end
- tickDirectEdit(): consumes chars, handles Backspace/Enter/Escape, arrow
  keys (Left/Right/Home/End/Delete), enforces caret visibility every tick
  (because setLabel and Flash focus transitions continuously reset it),
  returns Confirmed/Cancelled/Continue
- cancelDirectEdit() / confirmDirectEdit(): programmatic control
- isDirectEditing() / getDirectEditCooldown() / getEditBuffer(): state query

For SWFs that lack the m_mcCaret MovieClip child (like AnvilMenu), the
existence check validates by reading a property from the resolved path,
since IggyValuePathMakeNameRef always succeeds even for undefined refs.
When no caret exists, the control inserts a _ character at the cursor
position as a visual fallback.

The caret check result is cached in m_bHasCaret/m_bCaretChecked to avoid
repeated Iggy calls that could corrupt internal state.

SCENES UPDATED WITH DIRECT EDIT + VIRTUAL KEYBOARD

Every scene with text input now supports both input modes: direct editing
when KBM is active, virtual keyboard (via NavigateToScene eUIScene_Keyboard)
when using a controller. The mode is chosen at press time based on
g_KBMInput.IsKBMActive().

- CreateWorldMenu: refactored to use the new UIControl_TextInput API,
  removing ~80 lines of inline editing code.

- AnvilMenu: item renaming now supports direct edit. The keyboard callback
  uses Win64_GetKeyboardText instead of InputManager.GetText (which reads
  from a different buffer on Win64). The virtual keyboard is opened with
  eUILayer_Fullscreen + eUIGroup_Fullscreen so it does not hide the anvil
  container menu underneath. Added null guards on getMovie() in setCostLabel
  and showCross since the AnvilMenu SWF may not fully load on Win64.

- SignEntryMenu: all 4 sign lines support direct edit. Clicking a different
  line while editing confirms the current one. Each line cooldown timer
  is checked independently to prevent Enter from re-opening the edit.

- LaunchMoreOptionsMenu: seed field direct edit with proper input blocking.

- DebugCreateSchematic: all 7 text inputs (name + start/end XYZ coords).
  handleMouseClick is overridden to always consume clicks during edit to
  prevent Iggy re-entry on empty space.

- DebugSetCamera: all 5 inputs (camera XYZ + Y rotation + elevation).
  Clicking a different field while editing confirms the current value and
  opens the new one. Float display formatting changed from %f to %.2f.

All keyboard completion callbacks on Win64 now use Win64_GetKeyboardText
(two params: buffer + size) instead of InputManager.GetText, which reads
from the correct g_Win64KeyboardResult global when using the in-game
keyboard scene.

SCROLL WHEEL

Mouse wheel events (ACTION_MENU_OTHER_STICK_UP/DOWN) are now centrally
remapped to ACTION_MENU_UP/DOWN in UIController::handleKeyPress when KBM
is active. Previously each scene would need to handle OTHER_STICK actions
separately, and most did not, so scroll wheel only worked in a few places.

* Add mouse click support to CraftingMenu (tab switching, slot selection, craft)

The crafting screen's horizontal recipe slots and category tabs are custom-drawn
via Iggy callbacks rather than regular Flash buttons, so the standard mouse hover
system can't interact with them. This adds handleMouseClick to derive clickable
regions from the H slot positions cached during customDraw.

Tab clicking: tab hitboxes are computed relative to the H slot row since the
Vita TouchPanel overlays (full-screen invisible rectangles) aren't suitable
for direct hit-testing on Win64. The Y bounds were tuned empirically to match
the SWF tab icon positions. Clicking a tab runs the same switch logic as
LB/RB: hide old highlight, update group index, reset slot indices,
recalculate recipes, and refresh the display.

H slot clicking: clicking a different recipe slot selects it (updating V slots,
highlight, and re-showing the previous slot). Clicking the already-selected
slot crafts the item by dispatching ACTION_MENU_A through handleKeyDown,
reusing the existing crafting path. Empty slots (iCount == 0) are ignored.

All mouse clicks on the scene are consumed (return true) to prevent misses
from falling through as ACTION_MENU_A and accidentally triggering a craft.
This only suppresses mouse-originated A presses via m_mouseClickConsumedByScene;
keyboard and controller A remain fully functional.

Also enables GetMainPanel for Win64 (was Vita-only) so the mouse hover system
can filter controls by active panel, same as other tabbed menus.

* Fix mouse hover selecting wrong buttons from the third onward

The hover code was doing a redundant second hit-test against Iggy
focusable object bounds after the C++ control bounds had already
identified the correct control. Iggy focusable bounds are wider than
the actual visible buttons and overlap vertically, so the "pick
largest x0" heuristic would match focusables belonging to earlier
buttons when hovering the right side of buttons 3+.

Replaced the IggyPlayerGetFocusableObjects path with a direct
SetFocusToElement call using the already-correct hitControlId from
the C++ hit-test, same approach the click path uses in
handleMouseClick. Also switched the overlap tiebreaker from "largest
x0" to smallest area, consistent with how clicks resolve overlapping
controls. TextInput is excluded from hover focus to avoid showing
the caret on mere mouse-over (its Iggy focus is set on click).

* Use smallest-area tiebreaker for mouse click hit-testing too

Same overlap fix applied to handleMouseClick: when multiple controls
contain the click point, prefer the one with the smallest bounding
area instead of the one with the largest left-edge X. This is more
robust for any layout (vertical menus, grids, overlapping panels)
and matches the hover path logic.

Those changes were initially made in order to fix the teleport ui for the mouse but broke every other well working ui.

* Fix mouse cursor staying trapped in window on alt-tab

When the inventory or other UI with a hidden cursor was open,
alt-tabbing out would leave the cursor locked to the game window.
SetWindowFocused(false) from WM_KILLFOCUS correctly released the
clip and showed the cursor, but Tick() was unconditionally calling
SetCursorPos every frame to re-center it, overriding the release.

Added m_windowFocused to the Tick() condition so cursor manipulation
only happens while the window actually has focus.

* Map mouse right click to ACTION_MENU_X for inventory half-stack

Right clicking an item stack in Java Edition picks up half of it.
Console Edition already handles this via ACTION_MENU_X (the X button
on controller), which sets buttonNum=1 in handleKeyDown. This maps
mouse right click to that same action so KBM players get the same
behavior across all container menus (inventory, chests, furnaces,
hoppers, etc).

* Fix mouse hover hitting removed controls (ghost hitboxes)

When removeControl() removes a Flash element (e.g. the Reinstall
button in Help & Options, or the Debug button when disabled), the
C++ control object stays in the m_controls vector. On Vita this was
handled by calling setHidden(true) and checking getHidden() in the
touch hit-test, but on Windows64 none of that was happening.

The result: removed buttons kept phantom bounds that the hover code
would match against, stealing focus from the buttons that shifted
into their visual position. In the Help & Options menu with debug
enabled, the removed Reinstall button (Button6) had ghost bounds
overlapping where the Debug button (Button7) moved to after the
removal, making Debug un-hoverable and snapping focus to Button1.

The fix has three parts:

- removeControl() now calls setHidden(true) on all platforms, not
  just Vita. The m_bHidden member was already declared on all
  platforms, only the accessors were ifdef'd behind __PSVITA__.

- Removed the __PSVITA__ ifdef from setHidden/getHidden in
  UIControl.h so they're available everywhere.

- Added getHidden() checks in both the hover and click hit-test
  loops, matching what the Vita touch code already does. The check
  is a simple bool read (no Flash/Iggy call), placed before the
  getVisible() query which hits Flash and can return stale values
  for removed elements.

* Add right-click to open save options in world selection menu

On controller, RB (ACTION_MENU_RIGHT_SCROLL) opens the save options
dialog (rename/delete) when a save is selected. Mouse right-click
maps to ACTION_MENU_X, which had no Windows64 handler in this scene.

Added save options handling under ACTION_MENU_X for _WINDOWS64 so
right-clicking a save opens the same dialog. Also handles the mashup
world hide action for right-click consistency. Console-only options
(copy save, save transfer) are excluded since they don't apply here.

* Fix splitscreen mouse, keyboard cursor, and local player join

Mouse hover and click in split-screen was broken: the coordinate
conversion from window pixels to Flash/SWF space did not account for
the viewport tile-origin offset or the smaller display dimensions of
each splitscreen quadrant. Now the mouse position is mapped through
three steps: window pixels to UIController screen space, subtract the
viewport origin (which varies per quadrant/split type), then scale
from display size to SWF authoring size. This fixes hover highlighting
and click targeting in all splitscreen layouts.

Mouse input was also bleeding into other splitscreen players' UI groups
because the scene lookup iterated all groups. Now it only checks the
fullscreen group and the primary (KBM) player's group, so controller
players' menus are never affected by mouse movement.

Mouse grab/release (cursor lock for gameplay) was triggering for every
local player's tick, causing fights between splitscreen players over
the cursor state. Now only the primary pad player controls grab state.

The in-game keyboard scene in PC mode had no cursor movement: typing
always appended at the end and backspace always deleted from the end.
Added a cursor position tracker (m_iCursorPos) so that characters are
inserted at the cursor, backspace deletes behind it, and arrow keys,
Home, End, and Delete all work as expected. The Flash caret is synced
to the cursor position each tick. Also stopped syncing the text buffer
back from Flash in PC mode, which was resetting the cursor every tick.
Arrow keys in PC mode no longer get forwarded to Flash (which would
move the on-screen keyboard selector instead of the text cursor).

AddLocalPlayerByUserIndex was calling NotifyPlayerJoined before the
IQNet slot was actually registered, passing a pointer obtained via
GetLocalPlayerByUserIndex which checks customData (not set yet at that
point). Now AddLocalPlayerByUserIndex is called first, and if it
succeeds, the notification uses the static m_player array directly.
The stub AddLocalPlayerByUserIndex now properly initialises the slot
with gamertag and remote/host flags instead of being a no-op.

IsSignedIn was hardcoded to return true only for pad 0, preventing
splitscreen players from joining. Now it checks IsPadConnected so any
connected controller can sign in.

GetXUID returned INVALID_XUID for all pads except 0, which broke
splitscreen player identity. Now each pad gets a unique XUID derived
from the base value plus the pad index.

Pinned internal resolution to 1920x1080 and removed GetSystemMetrics
auto-detection which was picking up the native monitor resolution and
breaking the 16:9 assumption in the viewport math and Flash layout.
DPI awareness is kept for consistent pixel coordinates.

* Fix Escape key not opening pause menu during tutorial hints

The KBM pause check had a IsTutorialVisible guard that blocked
Escape entirely while any tutorial popup was on screen. The
controller path never had this restriction. Removed the check
so Escape behaves the same as Start on controller.

* Fix crash in WriteHeader when save buffer is too small for header table

When a player enters a new region, RegionFile's constructor calls
createFile which adds a FileEntry with length 0 to the file table.
This increases the header table size (appended at the end of the save
buffer) by sizeof(FileEntrySaveData) per entry, but since no actual
data is written to the file, MoveDataBeyond is never called and the
committed virtual memory pages are never grown to match.

On the next autosave tick, saveLevelData writes level.dat first
(before chunkSource->save which would have grown the buffer). If
level.dat doesn't need to grow, finalizeWrite calls WriteHeader which
tries to memcpy the now-larger header table past the end of committed
memory, causing an access violation.

This is especially likely in splitscreen where two players exploring
at the same time can create multiple new RegionFile entries within a
single tick, quickly exhausting the page-alignment slack in the buffer
(yes i am working at splitscreen in the meanwhile :) )

The fix was deduced by tracing the crash callstack through the save
system: FileHeader, ConsoleSaveFileOriginal, the stream chain, and
the RegionFile/RegionFileCache layer. The root cause turned out to be
a gap between createFile (which grows the header table) and
MoveDataBeyond (the only place that grows the buffer), with
finalizeWrite sitting right in between unprotected.

The buffer growth check added here mirrors the exact same VirtualAlloc
pattern already used in MoveDataBeyond (line 484-497) and in the
constructor's decompression path (line 176-190), so it integrates
naturally with the existing code. Same types, same page rounding,
same error handling. The fast path (no new entries, buffer already big
enough) is a single DWORD comparison that doesn't get taken, so there
is zero overhead in the common case.

This is the right place for the fix because finalizeWrite is the sole
caller of WriteHeader, meaning every code path that writes the header
(closeHandle, PrepareForWrite, deleteFile, Flush) is now protected by
a single check point.

* Fix TextInput bugs and refactor direct edit handling into UIScene base class

The fake cursor character (_) used for SWFs without m_mcCaret was leaking
into saved sign and anvil text. This happened because setLabel() with
instant=false only updates the C++-side cache, deferring the Flash write
to the next control tick. Any getLabel() call before that tick reads the
old Flash value still containing the underscore. Fixed by passing
instant=true in confirmDirectEdit, cancelDirectEdit, and the Enter key
path inside tickDirectEdit, so the cleaned text hits Flash immediately.

Mouse hover over TextInput controls (world name, anvil name, seed field)
was not showing the yellow highlight border. The hover code used
IggyPlayerSetFocusRS which sets Iggy's internal dispatch focus but does
not trigger Flash's ChangeState callback, so no visual feedback appeared.
Buttons worked fine because Iggy draws its own focus ring on them, but
TextInput relies entirely on ChangeState(0) for the yellow border.
Switched to SetFocusToElement which goes through the Flash-side SetFocus
path, then immediately call setCaretVisible(false) to suppress the
blinking caret that comes with focus. No visual flicker since rendering
happens after both tickInput and scene tick complete.

While direct editing, mouse hover was able to move focus away to other
TextInputs on the same scene (most noticeably on the sign editor, where
hovering a different line would steal focus from the line being typed).
Added an isDirectEditBlocking() check in the hover path to skip focus
changes when any input on the scene is actively being edited.

The Done button in SignEntryMenu was unresponsive to mouse clicks during
direct editing. The root cause is execution order: handleMouseClick runs
before handleInput in the frame. The base handleMouseClick found the Done
button and called handlePress, but handlePress bailed out because of the
isDirectEditing guard. The click was marked consumed, so handleInput
never saw it. Fixed by overriding handleMouseClick in SignEntryMenu to
detect the Done button hit while editing and confirm + close directly.

Added click-outside-to-deselect for anvil and world name text inputs.
Both scenes previously required Enter to confirm the edit, which felt
wrong. Now clicking anywhere outside the text field bounds confirms the
current text, matching standard UI behavior.

The anvil menu now updates the item name in real time while typing, like
Java edition. Previously the name was only applied on Enter, so the
repair cost display was stale until confirmation.

The biggest change is structural: every scene that used direct editing
(AnvilMenu, CreateWorldMenu, SignEntryMenu, LaunchMoreOptionsMenu,
DebugCreateSchematic, DebugSetCamera) had its own copy of the same
boilerplate -- tickDirectEdit loops in tick(), click-outside hit testing
in handleMouseClick(), cooldown guard checks in handleInput/handlePress,
and result dispatch with switch/if chains. This was around 200 lines of
near-identical code scattered across 6 files, each with its own slight
variations and its own bugs waiting to happen.

Pulled all of it into UIScene with two virtual methods: getDirectEditInputs()
where scenes register their text inputs, and onDirectEditFinished() where
they handle confirmed/cancelled results. The base class tick() drives
tickDirectEdit on all registered inputs, handleMouseClick() does the
click-outside-to-deselect hit test generically using panel offsets, and
isDirectEditBlocking() replaces all the inline cooldown checks. Scenes
now just override those two methods and get everything for free.

Also removed the m_activeDirectEditControl enum tracking from the debug
scenes (DebugCreateSchematic, DebugSetCamera) since the base class
handles lifecycle tracking through the controls themselves.

* Remap scroll wheel to LEFT/RIGHT for horizontal controls

The scroll wheel was always remapped to UP/DOWN, which is fine for
vertical lists but useless on horizontal controls like sliders and
the texture pack selector.

Track whether the mouse is hovering a horizontal control during the
hover hit-test (new bool m_bMouseHoverHorizontalList, set for
eTexturePackList and eSlider). When the flag is set, handleKeyPress
emits LEFT/RIGHT instead of UP/DOWN for wheel events.

TexturePackList is also now part of the mouse hover system with
proper hit-testing, relative-coord SetTouchFocus and GetRealHeight
for accurate bounds.

* Guard setCaretVisible and setCaretIndex against null movie

tickDirectEdit calls into Iggy every tick without checking if the
movie is still valid, which crashes inside iggy_w64.dll when the
Flash movie gets unloaded or isn't ready yet.

* Fix creative inventory scroll for both mouse wheel and controller

The mouse scroll wheel was not working in the creative inventory at
all. UIController remaps wheel input from OTHER_STICK to UP/DOWN for
KBM users, but the base container menu handler consumed UP/DOWN for
grid navigation before it could reach the creative menu's page
scrolling logic in handleAdditionalKeyPress. Fixed by detecting
scroll wheel input on UP/DOWN in the base handler and forwarding it
as OTHER_STICK to handleAdditionalKeyPress instead.

Also fixed the controller right stick scrolling way too fast: it was
jumping TabSpec::rows (5) rows per tick at 100ms repeat rate, which
blew through the entire item list almost instantly. Reduced to 1 row
per tick so scrolling feels controlled on both input methods.

* Fix split-screen world rendering aspect ratio

gluPerspective was hardcoded to use g_iAspectRatio (always 16:9)
instead of the aspect parameter from getFovAndAspect, which adjusts
for split-screen viewports. The 3D world was horizontally stretched
in top/bottom split because the projection used 16:9 while the
viewport was 32:9.

* Split-screen UI system with full ultrawide and multi-aspect-ratio support

Screen resolution is now auto-detected from the monitor at startup
instead of being hardcoded to 1920x1080. This fixes rendering on
ultrawide (21:9), super-ultrawide (32:9), 16:10, and any other
aspect ratio -- both in singleplayer and split-screen multiplayer.

The 3D world renders at native resolution so the full monitor is used.
Flash UI is 16:9-fitted and centered inside each viewport, pillarboxed
on wide displays and letterboxed on tall ones. Logical game dimensions
(used for ortho projection and HUD layout) are computed proportionally
from the real screen aspect ratio, fixing the stretched world projection
and HUD that the old hardcoded 1280x720 caused on non-16:9 monitors.

GameRenderer::ComputeViewportForPlayer uses the actual backbuffer size
instead of the logical game size, which was causing split-screen
viewports to be sized incorrectly.

UIScene::render fits menus to 16:9 within each split viewport using
GetViewportRect + Fit16x9, keeping inventory/crafting/options screens
at their designed aspect ratio instead of stretching.

Panorama and MenuBackground render at full viewport size with proper
tile scaling so the background fills the entire area without gaps in
vertical split and quadrant layouts.

HUD tile rendering uses ComputeTileScale to uniformly scale the SWF
and show the bottom portion (hotbar, hearts, hunger) in horizontal
and quadrant splits. repositionHud passes visible SWF-space dimensions
to ActionScript for proper element centering within each viewport.

Chat and Tooltips overlays use ComputeTileScale and
ComputeSplitContentOffset to anchor correctly to the bottom of each
player's viewport tile.

Container menus apply Fit16x9 to pointer coordinate mapping so the
cursor tracks correctly in split-screen. getMouseToSWFScale moved out
of the header into the .cpp. Mouse input in onMouseTick is gated to
pad 0 since raw mouse deltas should only drive player 1.

All shared viewport math lives in UISplitScreenHelpers.h:
- GetViewportRect: origin and dimensions for any viewport type
- Fit16x9: aspect-correct fitting with centering offsets
- ComputeTileScale: uniform scale and Y-offset for tile rendering
- ComputeSplitContentOffset: content centering for overlay components

* Fix XUID assignment for split-screen local players

Main's XUID refactor returned INVALID_XUID for pad != 0, which breaks
split-screen because each local player needs a distinct identity for
the save system and per-player inventory data.

Now pad 1-3 get unique XUIDs derived from the legacy embedded base
(base + iPad), same as the original console behavior. Only pad 0
uses the persistent uid.dat-backed XUID for networking.

* Use persistent XUID for all pads in GetXUID

All pads now get unique XUIDs derived from the persistent uid.dat value
(base + iPad offset). This gives each split-screen player a globally
unique identity that works for both local play and online multiplayer.

The host legacy XUID override for save compatibility still happens in
Minecraft.cpp after GetXUID is called, so old worlds are unaffected.

* Split-screen networking, window resize, bitmap font fix, and multiplayer stability

Adds the networking layer for non-host split-screen multiplayer, implements
live window resize with swap chain recreation, fixes bitmap font scaling at
small window sizes, and fixes several crash-causing bugs in the multiplayer
stack (compression buffer overflow, TCP stream desync, chunk visibility race,
CompressedTileStorage torn reads, reconnect stability).

== Non-host split-screen multiplayer ==

Each split-screen pad on a non-host client opens its own TCP connection to
the host. From the host's perspective each connection looks like a normal
remote player (gets its own smallId, Socket, PlayerConnection).

WinsockNetLayer: JoinSplitScreen(), CloseSplitScreenConnection(),
SplitScreenRecvThreadProc, per-pad socket/thread/smallId tracking
(s_splitScreenSocket[], s_splitScreenSmallId[], s_splitScreenRecvThread[]).
GetLocalSocket() returns the correct TCP socket for a given local sender's
smallId. GetSplitScreenSmallId() returns the host-assigned smallId for a pad.

GameNetworkManager::CreateSocket: non-host path (localPlayer && !IsHost() &&
IsInGameplay()) calls JoinSplitScreen, sets the IQNet slot's smallId and
resolvedXuid, creates a non-hostLocal Socket + ClientConnection, sends
PreLoginPacket, registers via addPendingLocalConnection.

PlatformNetworkManagerStub::RemoveLocalPlayerByUserIndex: implemented the
formerly-empty stub. Calls NotifyPlayerLeaving, CloseSplitScreenConnection,
and clears the IQNet slot fields so the pad can rejoin cleanly.

SmallId pool: s_nextSmallId starts at XUSER_MAX_COUNT (4), reserving
m_player[0-3] for local pads so remote players never collide.

IQNetPlayer::SendData: non-host local senders now route through
GetLocalSocket(m_smallId) instead of always using SendToSmallId.
IQNet::GetLocalPlayerByUserIndex: rewritten. Pad 0 on non-host uses
GetLocalSmallId() for direct lookup; pads 1-3 check m_player[padIdx].
C_4JProfile::IsSignedIn: pad 0 always returns true (was checking controller
connection, which is unreliable on Win64).

GetGamertag/GetDisplayName: for pads 1-3 with active local players, returns
the pad-specific gamertag from IQNet::m_player instead of always returning
the primary username.

ClientConnection: isPrimaryConnection() (true on host or for the primary pad
on non-host) guards relative-delta and world-modifying handlers to prevent
double-processing of shared state:
- Guarded: handleMoveEntity, handleMoveEntitySmall, handleChunkTilesUpdate,
  handleBlockRegionUpdate, handleTileUpdate, handleTakeItemEntity,
  handleSignUpdate, handleTileEntityData, handleTileEvent,
  handleTileDestruction, handleComplexItemData, handleLevelEvent,
  handleSoundEvent, handleParticleEvent, handleAddGlobalEntity.
- handleSetEntityMotion: secondary connections only accept motion targeting
  their own local player (knockback).
- handleExplosion: world modification (finalizeExplosion) guarded,
  per-player knockback unguarded. Added null check on localplayers[].
- Entity spawn/remove/teleport/data handlers left unguarded (putEntity is
  idempotent, absolute value setters).

handleLogin: added else clause to set level when the dimension already exists
(was leaving level NULL on reconnect).
handleChunkVisibilityArea/handleChunkVisibility: added null check on level.
handleContainerOpen: added null check on localplayers[m_userIndex].

== Reconnect stability ==

PendingConnection: duplicate XUID no longer rejects with eDisconnect_Banned.
Instead it force-disconnects the stale old connection via
stalePlayer->connection->disconnect(), queues the old smallId for recycling
via queueSmallIdForRecycle(), then calls handleAcceptedLogin for the new
connection.

MinecraftServer: swapped tick order so players->tick() (disconnect queue)
runs before connection->tick() (new logins). The old player is removed
from PlayerList before the new LoginPacket's XUID check runs.

PlayerList: PushFreeSmallId and ClearSocketForSmallId moved here from
DoWork, called only after PlayerConnection::disconnect() completes and
the read/write threads are dead. New queueSmallIdForRecycle() method lets
PendingConnection push smallIds into m_smallIdsToClose, which PlayerList::tick()
processes through closePlayerConnectionBySmallId() for deferred cleanup.
Prevents a race where the old write thread could resolve getPlayer() to a
recycled smallId's new connection and send stale packets on it.

SocketInputStreamLocal::close() and SocketOutputStreamLocal::close() now
actually clear their queues (std::swap with empty queue instead of calling
.empty() which is a read-only no-op).

ServerConnection::stop(): pending and players vectors are snapshot-copied
before iterating (prevents iterator invalidation). Remote players receive
a DisconnectPacket via disconnect(eDisconnect_Quitting) instead of raw
close(). tick(): added else clause so flush() only runs on live connections.

WinsockNetLayer::Shutdown(): accept thread stopped first (prevents new recv
threads from spawning), then all recv threads are collected and waited on,
then connections are closed and split-screen sockets cleaned up. Clears
disconnect and free-pool vectors before deleting critical sections.

WinsockNetLayer::JoinGame(): waits for old s_clientRecvThread to fully
exit before creating a new TCP connection. Prevents the old recv thread
from reading bytes off the new socket and desynchronizing the stream.

== Compression buffer overflow ==

CompressLZXRLE and CompressRLE wrote RLE intermediate output into a fixed
100KB buffer with no bounds checking. Full chunk columns are ~160KB and
the RLE step can expand 0xFF bytes to 2 bytes each, easily overflowing
into rleDecompressBuf and heap metadata. This caused delayed crashes in
unrelated code (Packet::readPacket, LevelRenderer::updateDirtyChunks) after
the first autosave, since that's when full chunks get compressed.

Fix: dynamic allocation when worst-case RLE output (SrcSize * 2) exceeds
the static buffer. Static buffer still used for small inputs (zero overhead).
CompressRLE: moved LeaveCriticalSection after dynamic buffer cleanup.

DecompressLZXRLE: now checks zlib return value (was completely ignored).
On failure, bails out immediately with *pDestSize = 0. Added RLE input
bounds checking (pucIn >= pucEnd before reading count/data bytes) and
output bounds checking (pucOut + count > pucOutEnd). Same bounds checks
applied to DecompressRLE.

== Stream desync (Connection write thread) ==

The write thread had two output paths to the same TCP socket: bufferedDos
(5KB buffered stream) and direct sos->writeWithFlags(). Chunk data sent
via queueSend() used the direct path with shouldDelay=true, while other
packets used bufferedDos. If bufferedDos had unflushed bytes, the direct
write arrived at the client first, reordering the TCP stream and producing
bad packet ID crashes.

Fix: flush bufferedDos immediately before every direct sos->writeWithFlags().

== Chunk visibility race (empty first chunk after 30s) ==

BlockRegionUpdatePacket (direct socket write via queueSend) could arrive
at the client before ChunkVisibilityAreaPacket (buffered). The client
called getChunk() on a chunk that didn't exist yet in the cache, got
EmptyLevelChunk (whose setBlocksAndData is a no-op), and silently lost
the block data. On superflat this left one invisible chunk; on normal
worlds it crashed the renderer.

Fix: handleBlockRegionUpdate calls dimensionLevel->setChunkVisible() for
full-chunk BRUPs before writing data, making it independent of packet
ordering. Added post-write verification logging.

CompressedTileStorage race: get() reads indicesAndData twice without a
lock. compress() can swap the pointer between reads, producing indices
from the old buffer paired with data from the new buffer. Fix: snapshot
indicesAndData into a local variable before deriving both pointers. Same
snapshot pattern applied to getData() (non-Vita path), isRenderChunkEmpty(),
getHighestNonEmptyY(), getAllocatedSize(), and write(). All methods now
also guard against NULL snapshots.

== Window resize ==

ResizeD3D() destroys the old swap chain, creates a new one at the target
size, then patches InternalRenderManager members directly via memory
offsets (0x20=swap chain, 0x28=RTV, 0x50=SRV, 0x98=DSV, 0x5138/0x513C=
backbuffer width/height). Offset verification cross-checks known pointers
(device at 0x10, swap chain at 0x20) before patching. Old RTV/SRV are
intentionally leaked (orphaned with the old swap chain) to avoid fighting
unknown ref holders in the precompiled RenderManager.

The flow: Suspend RenderManager, ClearState+Flush, release views,
gdraw_D3D11_PreReset, destroy old swap chain, create new swap chain via
IDXGIFactory, patch offsets, recreate RTV/SRV/DSV, rebind render targets,
update UIController (updateRenderTargets + updateScreenSize),
gdraw_D3D11_PostReset + SetRendertargetSize, IggyFlushInstalledFonts,
Resume, PostProcesser::Init.

WM_SIZE handling defers resize during window drag (WM_ENTERSIZEMOVE/
WM_EXITSIZEMOVE). Immediate resizes (maximize, programmatic) call
ResizeD3D directly. Removed the old UpdateAspectRatio() function.

CleanupDevice() was leaking g_pDepthStencilView and g_pDepthStencilBuffer.

InitDevice: swap chain BufferUsage now includes DXGI_USAGE_SHADER_INPUT
(needed for the SRV created from the backbuffer for CaptureThumbnail).

New globals: g_rScreenWidth/g_rScreenHeight (real window dimensions,
updated on resize) vs g_iScreenWidth/g_iScreenHeight (fixed logical
resolution, stays 1920x1080).

ComputeViewportForPlayer and getFovAndAspect now use g_rScreenWidth/
g_rScreenHeight instead of the fixed startup values, so 3D perspective
and split-screen viewports adapt to window size.

Main loop: rendering skipped when window is minimized (IsIconic check)
to avoid 100% GPU usage on a hidden swap chain.

Windows64_UIController: new updateRenderTargets(rtv, dsv) method updates
cached D3D pointers used by gdraw_D3D11_SetTileOrigin every frame.
UIController.h: new inline updateScreenSize(w, h) sets m_fScreenWidth/
m_fScreenHeight so all downstream UI code picks up the new size.

== Bitmap font scaling ==

At small window sizes, dynamic text (scrollable list items, HowToPlay
pages) showed overlapping characters. Static SWF text was unaffected
because it uses embedded vector glyphs.

Root cause in UIBitmapFont.cpp GetGlyphBitmap: when display scale is
smaller than the bitmap's native scale (pixel_scale < truePixelScale,
glyphScale stays at 1), Iggy displayed the glyph at native 1:1 pixel
size but advanced the cursor by the smaller display-scale amount.

At intermediate window sizes (e.g. 1678x756, scale factor ~0.7), a
second bug appeared: some SWF font sizes produced pixel_scale just above
truePixelScale (13 for Mojangles_11) while others fell just below,
splitting glyphs across the small-display and normal cache branches.
The normal branch cached all glyphs in a single [truePixelScale, 99]
range, so the first glyph cached set pixel_scale_correct for every
subsequent request regardless of font size. Different font sizes then
got scaled by wrong ratios (e.g. 18.9/13.3 = 1.42x with point sampling),
producing visibly inconsistent letter sizes. This only happened at
specific window sizes where the display scale put some fonts above and
others below the truePixelScale boundary. Full 1080p and very small
windows were unaffected because all fonts landed in the same branch.

Fix: on _WINDOWS64, always use pixel_scale_correct = truePixelScale so
every cache entry is consistent regardless of which font size creates it
first. Two cache ranges: downscale (pixel_scale < truePixelScale) uses
bilinear for smooth reduction, upscale uses point_sample for crisp
pixel-art rendering. At most two cache entries per glyph. The console
code path (fixed resolution, integer-multiple scaling) is preserved
behind #else.

UIScene.cpp loadMovie: always load 1080.swf on _WINDOWS64 regardless of
window size. The old height-based selection could pick 480 or 720 variants
which either crashed or loaded the wrong skin library (skinHD.swf vs
skin.swf). Display size is now set via Fit16x9 BEFORE the init tick so
Iggy's ActionScript text field creation sees the same scale that render()
will use. IggyFlushInstalledFonts() called after init tick to clear stale
glyph cache entries from previous scenes.

Font.cpp addCharacterQuad/renderCharacter: yOff was computed with
m_charWidth instead of m_charHeight, producing wrong texture coordinates
for non-square glyph cells. This is the world-rendering font (chat, signs,
name tags), not the Iggy UI font.

== XUID generation ==

Split-screen pad XUIDs derived by hashing baseXuid + iPad through Mix64
(DeriveXuidForPad in Windows64_Xuid.h) instead of simple addition. Pad 0
returns the base XUID unchanged for save compatibility. Includes validity
fallbacks if the hash produces an invalid XUID. (Suggested by rtm516)

== Misc ==

Packet::readPacket: thread-local ring buffer tracks last 8 good packet IDs.
On bad packet ID, dumps the history plus next 32 bytes of stream for
diagnosing TCP desynchronization.

PendingConnection/PlayerList: debug logging for the reconnect flow
(duplicate XUID handling, force-disconnect, handleAcceptedLogin,
placeNewPlayer with smallId/entityId/dimension).

ClientConnection::handleBlockRegionUpdate: warning log when a full chunk
arrives with ys==0 (empty full chunk, data loss indicator).

== Known issues / future work ==

SendOnSocket global lock (WinsockNetLayer.cpp): s_sendLock is a single
CriticalSection serializing ALL TCP sends across ALL connections. If one
client's send() blocks (TCP window full, slow network), every other write
thread stalls — no data flows to any player until the slow send completes.
Each PlayerConnection has its own write thread, so with 8+ players one slow
client can cause latency spikes or timeout disconnects for healthy players.
Fix: replace s_sendLock with per-socket locks indexed by smallId. The lock
only needs to prevent header+payload interleaving on the SAME socket; sends
to different sockets are independent. Deferred to a separate PR to keep
this one focused.

Textures::releaseTexture: early return for id <= 0, checks
TextureGetTexture(id) != NULL before calling glDeleteTextures. Prevents
crashes on stale texture IDs after RenderManager reset.

UIController TextureSubstitutionDestroyCallback: null guard on
Minecraft::GetInstance() and mc->textures before calling releaseTexture.
Prevents crash during shutdown.

StringTable: removed __debugbreak() on language load failure in debug builds.
2026-03-08 15:49:50 -05:00

2135 lines
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C++

#include "stdafx.h"
#include "..\..\..\Minecraft.World\StringHelpers.h"
#include "..\..\..\Minecraft.World\AABB.h"
#include "..\..\..\Minecraft.World\Vec3.h"
#include "..\..\..\Minecraft.World\Socket.h"
#include "..\..\..\Minecraft.World\ThreadName.h"
#include "..\..\..\Minecraft.World\Entity.h"
#include "..\..\..\Minecraft.World\net.minecraft.world.level.tile.h"
#include "..\..\..\Minecraft.World\FireworksRecipe.h"
#include "..\..\ClientConnection.h"
#include "..\..\Minecraft.h"
#include "..\..\User.h"
#include "..\..\MinecraftServer.h"
#include "..\..\PlayerList.h"
#include "..\..\ServerPlayer.h"
#include "..\..\PlayerConnection.h"
#include "..\..\MultiPlayerLevel.h"
#include "..\..\ProgressRenderer.h"
#include "..\..\MultiPlayerLocalPlayer.h"
#include "..\..\..\Minecraft.World\DisconnectPacket.h"
#include "..\..\..\Minecraft.World\compression.h"
#include "..\..\..\Minecraft.World\OldChunkStorage.h"
#include "..\..\TexturePackRepository.h"
#include "..\..\TexturePack.h"
#include "..\..\Gui.h"
#include "..\..\LevelRenderer.h"
#include "..\..\..\Minecraft.World\IntCache.h"
#include "..\GameRules\ConsoleGameRules.h"
#include "GameNetworkManager.h"
#ifdef _XBOX
#include "Common\XUI\XUI_PauseMenu.h"
#else
#include "Common\UI\UI.h"
#include "Common\UI\UIScene_PauseMenu.h"
#include "..\..\Xbox\Network\NetworkPlayerXbox.h"
#endif
#ifdef _DURANGO
#include "..\Minecraft.World\DurangoStats.h"
#endif
#ifdef _WINDOWS64
#include "..\..\Windows64\Network\WinsockNetLayer.h"
#include "..\..\Windows64\Windows64_Xuid.h"
#endif
// Global instance
CGameNetworkManager g_NetworkManager;
CPlatformNetworkManager *CGameNetworkManager::s_pPlatformNetworkManager;
int64_t CGameNetworkManager::messageQueue[512];
int64_t CGameNetworkManager::byteQueue[512];
int CGameNetworkManager::messageQueuePos = 0;
CGameNetworkManager::CGameNetworkManager()
{
m_bInitialised = false;
m_bLastDisconnectWasLostRoomOnly = false;
m_bFullSessionMessageOnNextSessionChange = false;
#ifdef __ORBIS__
m_pUpsell = NULL;
m_pInviteInfo = NULL;
#endif
}
void CGameNetworkManager::Initialise()
{
ServerStoppedCreate( false );
ServerReadyCreate( false );
int flagIndexSize = LevelRenderer::getGlobalChunkCount() / (Level::maxBuildHeight / 16); // dividing here by number of renderer chunks in one column
#ifdef _XBOX
s_pPlatformNetworkManager = new CPlatformNetworkManagerXbox();
#elif defined __PS3__ || defined __ORBIS__ || defined __PSVITA__
s_pPlatformNetworkManager = new CPlatformNetworkManagerSony();
#elif defined _DURANGO
s_pPlatformNetworkManager = new CPlatformNetworkManagerDurango();
#else
s_pPlatformNetworkManager = new CPlatformNetworkManagerStub();
#endif
s_pPlatformNetworkManager->Initialise( this, flagIndexSize );
m_bNetworkThreadRunning = false;
m_bInitialised = true;
}
void CGameNetworkManager::Terminate()
{
if( m_bInitialised )
{
s_pPlatformNetworkManager->Terminate();
}
}
void CGameNetworkManager::DoWork()
{
#ifdef _XBOX
// did we get any notifications from the game listener?
if(app.GetNotifications()->size()!=0)
{
PNOTIFICATION pNotification=app.GetNotifications()->back();
switch(pNotification->dwNotification)
{
case XN_LIVE_LINK_STATE_CHANGED:
{
int iPrimaryPlayer = g_NetworkManager.GetPrimaryPad();
bool bConnected = (pNotification->uiParam!=0)?true:false;
if((g_NetworkManager.GetLockedProfile()!=-1) && iPrimaryPlayer!=-1 && bConnected == false && g_NetworkManager.IsInSession() )
{
app.SetAction(iPrimaryPlayer,eAppAction_EthernetDisconnected);
}
}
break;
case XN_LIVE_INVITE_ACCEPTED:
s_pPlatformNetworkManager->Notify(pNotification->dwNotification,pNotification->uiParam);
break;
}
app.GetNotifications()->pop_back();
delete pNotification;
}
#endif
s_pPlatformNetworkManager->DoWork();
#ifdef __ORBIS__
if (m_pUpsell != NULL && m_pUpsell->hasResponse())
{
int iPad_invited = m_iPlayerInvited, iPad_checking = m_pUpsell->m_userIndex;
m_iPlayerInvited = -1;
delete m_pUpsell;
m_pUpsell = NULL;
if (ProfileManager.HasPlayStationPlus(iPad_checking))
{
this->GameInviteReceived(iPad_invited, m_pInviteInfo);
// m_pInviteInfo deleted by GameInviteReceived.
m_pInviteInfo = NULL;
}
else
{
delete m_pInviteInfo;
m_pInviteInfo = NULL;
}
}
#endif
}
bool CGameNetworkManager::_RunNetworkGame(LPVOID lpParameter)
{
bool success = true;
bool isHost = g_NetworkManager.IsHost();
// Start the network game
Minecraft *pMinecraft=Minecraft::GetInstance();
success = StartNetworkGame(pMinecraft,lpParameter);
if(!success) return false;
if( isHost )
{
// We do not have a lobby, so the only players in the game at this point are local ones.
success = s_pPlatformNetworkManager->_RunNetworkGame();
if(!success)
{
app.SetAction(ProfileManager.GetPrimaryPad(),eAppAction_ExitWorld,(void *)TRUE);
return true;
}
}
else
{
// Client needs QNET_STATE_GAME_PLAY so that IsInGameplay() returns true
s_pPlatformNetworkManager->SetGamePlayState();
}
if( g_NetworkManager.IsLeavingGame() ) return false;
app.SetGameStarted(true);
// 4J-PB - if this is the trial game, start the trial timer
if(!ProfileManager.IsFullVersion())
{
ui.SetTrialTimerLimitSecs(MinecraftDynamicConfigurations::GetTrialTime());
app.SetTrialTimerStart();
}
//app.CloseXuiScenes(ProfileManager.GetPrimaryPad());
return success;
}
bool CGameNetworkManager::StartNetworkGame(Minecraft *minecraft, LPVOID lpParameter)
{
#ifdef _DURANGO
ProfileManager.SetDeferredSignoutEnabled(true);
#endif
int64_t seed = 0;
if(lpParameter != NULL)
{
NetworkGameInitData *param = (NetworkGameInitData *)lpParameter;
seed = param->seed;
app.setLevelGenerationOptions(param->levelGen);
if(param->levelGen != NULL)
{
if(app.getLevelGenerationOptions() == NULL)
{
app.DebugPrintf("Game rule was not loaded, and seed is required. Exiting.\n");
return false;
}
else
{
param->seed = seed = app.getLevelGenerationOptions()->getLevelSeed();
if(param->levelGen->isTutorial())
{
// Load the tutorial save data here
if(param->levelGen->requiresBaseSave() && !param->levelGen->getBaseSavePath().empty() )
{
#ifdef _XBOX
#ifdef _TU_BUILD
wstring fileRoot = L"UPDATE:\\res\\GameRules\\" + param->levelGen->getBaseSavePath();
#else
wstring fileRoot = L"GAME:\\res\\TitleUpdate\\GameRules\\" + param->levelGen->getBaseSavePath();
#endif
#else
#ifdef _WINDOWS64
wstring fileRoot = L"Windows64Media\\Tutorial\\" + param->levelGen->getBaseSavePath();
File root(fileRoot);
if(!root.exists()) fileRoot = L"Windows64\\Tutorial\\" + param->levelGen->getBaseSavePath();
#elif defined(__ORBIS__)
wstring fileRoot = L"/app0/orbis/Tutorial/" + param->levelGen->getBaseSavePath();
#elif defined(__PSVITA__)
wstring fileRoot = L"PSVita/Tutorial/" + param->levelGen->getBaseSavePath();
#elif defined(__PS3__)
wstring fileRoot = L"PS3/Tutorial/" + param->levelGen->getBaseSavePath();
#else
wstring fileRoot = L"Tutorial\\" + param->levelGen->getBaseSavePath();
#endif
#endif
File grf(fileRoot);
if (grf.exists())
{
#ifdef _UNICODE
wstring path = grf.getPath();
const WCHAR *pchFilename=path.c_str();
HANDLE fileHandle = CreateFile(
pchFilename, // file name
GENERIC_READ, // access mode
0, // share mode // TODO 4J Stu - Will we need to share file? Probably not but...
NULL, // Unused
OPEN_EXISTING , // how to create // TODO 4J Stu - Assuming that the file already exists if we are opening to read from it
FILE_FLAG_SEQUENTIAL_SCAN, // file attributes
NULL // Unsupported
);
#else
const char *pchFilename=wstringtofilename(grf.getPath());
HANDLE fileHandle = CreateFile(
pchFilename, // file name
GENERIC_READ, // access mode
0, // share mode // TODO 4J Stu - Will we need to share file? Probably not but...
NULL, // Unused
OPEN_EXISTING , // how to create // TODO 4J Stu - Assuming that the file already exists if we are opening to read from it
FILE_FLAG_SEQUENTIAL_SCAN, // file attributes
NULL // Unsupported
);
#endif
if( fileHandle != INVALID_HANDLE_VALUE )
{
DWORD bytesRead,dwFileSize = GetFileSize(fileHandle,NULL);
PBYTE pbData = (PBYTE) new BYTE[dwFileSize];
BOOL bSuccess = ReadFile(fileHandle,pbData,dwFileSize,&bytesRead,NULL);
if(bSuccess==FALSE)
{
app.FatalLoadError();
}
CloseHandle(fileHandle);
// 4J-PB - is it possible that we can get here after a read fail and it's not an error?
param->levelGen->setBaseSaveData(pbData, dwFileSize);
}
}
}
}
}
}
}
static int64_t sseed = seed; // Create static version so this will be valid until next call to this function & whilst thread is running
ServerStoppedCreate(false);
if( g_NetworkManager.IsHost() )
{
ServerStoppedCreate(true);
ServerReadyCreate(true);
// Ready to go - create actual networking thread & start hosting
C4JThread* thread = new C4JThread(&CGameNetworkManager::ServerThreadProc, lpParameter, "Server", 256 * 1024);
#if defined __PS3__ || defined __PSVITA__
thread->SetPriority(THREAD_PRIORITY_BELOW_NORMAL);
#endif //__PS3__
thread->SetProcessor(CPU_CORE_SERVER);
thread->Run();
ServerReadyWait();
ServerReadyDestroy();
if( MinecraftServer::serverHalted() )
return false;
// printf("Server ready to go!\n");
}
else
{
Socket::Initialise(NULL);
}
#ifndef _XBOX
Minecraft *pMinecraft = Minecraft::GetInstance();
// Make sure that we have transitioned through any joining/creating stages and are actually playing the game, so that we know the players should be valid
bool changedMessage = false;
while(!IsReadyToPlayOrIdle())
{
changedMessage = true;
pMinecraft->progressRenderer->progressStage( g_NetworkManager.CorrectErrorIDS(IDS_PROGRESS_SAVING_TO_DISC) ); // "Finalizing..." vaguest message I could find
pMinecraft->progressRenderer->progressStagePercentage( g_NetworkManager.GetJoiningReadyPercentage() );
Sleep(10);
}
if( changedMessage )
{
pMinecraft->progressRenderer->progressStagePercentage( 100 );
}
#endif
// If we aren't in session, then something bad must have happened - we aren't joining, creating or ready play
if(!IsInSession() )
{
MinecraftServer::HaltServer();
return false;
}
// 4J Stu - Wait a while to make sure that DLC is loaded. This is the last point before the network communication starts
// so the latest we can check this
while( !app.DLCInstallProcessCompleted() && app.DLCInstallPending() && !g_NetworkManager.IsLeavingGame() )
{
Sleep( 10 );
}
if( g_NetworkManager.IsLeavingGame() )
{
MinecraftServer::HaltServer();
return false;
}
// PRIMARY PLAYER
vector<ClientConnection *> createdConnections;
ClientConnection *connection;
if( g_NetworkManager.IsHost() )
{
connection = new ClientConnection(minecraft, NULL);
}
else
{
INetworkPlayer *pNetworkPlayer = g_NetworkManager.GetLocalPlayerByUserIndex(ProfileManager.GetLockedProfile());
if(pNetworkPlayer == NULL)
{
MinecraftServer::HaltServer();
app.DebugPrintf("%d\n",ProfileManager.GetLockedProfile());
// If the player is NULL here then something went wrong in the session setup, and continuing will end up in a crash
return false;
}
Socket *socket = pNetworkPlayer->GetSocket();
// Fix for #13259 - CRASH: Gameplay: loading process is halted when player loads saved data
if(socket == NULL)
{
assert(false);
MinecraftServer::HaltServer();
// If the socket is NULL here then something went wrong in the session setup, and continuing will end up in a crash
return false;
}
connection = new ClientConnection(minecraft, socket);
}
if( !connection->createdOk )
{
assert(false);
delete connection;
connection = NULL;
MinecraftServer::HaltServer();
return false;
}
connection->send( shared_ptr<PreLoginPacket>( new PreLoginPacket(minecraft->user->name) ) );
// Tick connection until we're ready to go. The stages involved in this are:
// (1) Creating the ClientConnection sends a prelogin packet to the server
// (2) the server sends a prelogin back, which is handled by the clientConnection, and returns a login packet
// (3) the server sends a login back, which is handled by the client connection to start the game
if( !g_NetworkManager.IsHost() )
{
Minecraft::GetInstance()->progressRenderer->progressStart(IDS_PROGRESS_CONNECTING);
}
else
{
// 4J Stu - Host needs to generate a unique multiplayer id for sentient telemetry reporting
INT multiplayerInstanceId = TelemetryManager->GenerateMultiplayerInstanceId();
TelemetryManager->SetMultiplayerInstanceId(multiplayerInstanceId);
}
TexturePack *tPack = Minecraft::GetInstance()->skins->getSelected();
do
{
app.DebugPrintf("ticking connection A\n");
connection->tick();
// 4J Stu - We were ticking this way too fast which could cause the connection to time out
// The connections should tick at 20 per second
Sleep(50);
} while ( (IsInSession() && !connection->isStarted() && !connection->isClosed() && !g_NetworkManager.IsLeavingGame()) || tPack->isLoadingData() || (Minecraft::GetInstance()->skins->needsUIUpdate() || ui.IsReloadingSkin()) );
ui.CleanUpSkinReload();
// 4J Stu - Fix for #11279 - CRASH: TCR 001: BAS Game Stability: Signing out of game will cause title to crash
// We need to break out of the above loop if m_bLeavingGame is set, and close the connection
if( g_NetworkManager.IsLeavingGame() || !IsInSession() )
{
connection->close();
}
if( connection->isStarted() && !connection->isClosed() )
{
createdConnections.push_back( connection );
int primaryPad = ProfileManager.GetPrimaryPad();
app.SetRichPresenceContext(primaryPad,CONTEXT_GAME_STATE_BLANK);
if (GetPlayerCount() > 1) // Are we offline or online, and how many players are there
{
if (IsLocalGame()) ProfileManager.SetCurrentGameActivity(primaryPad,CONTEXT_PRESENCE_MULTIPLAYEROFFLINE,false);
else ProfileManager.SetCurrentGameActivity(primaryPad,CONTEXT_PRESENCE_MULTIPLAYER,false);
}
else
{
if(IsLocalGame()) ProfileManager.SetCurrentGameActivity(primaryPad,CONTEXT_PRESENCE_MULTIPLAYER_1POFFLINE,false);
else ProfileManager.SetCurrentGameActivity(primaryPad,CONTEXT_PRESENCE_MULTIPLAYER_1P,false);
}
// ALL OTHER LOCAL PLAYERS
for(int idx = 0; idx < XUSER_MAX_COUNT; ++idx)
{
// Already have setup the primary pad
if(idx == ProfileManager.GetPrimaryPad() ) continue;
if( GetLocalPlayerByUserIndex(idx) != NULL && !ProfileManager.IsSignedIn(idx) )
{
INetworkPlayer *pNetworkPlayer = g_NetworkManager.GetLocalPlayerByUserIndex(idx);
Socket *socket = pNetworkPlayer->GetSocket();
app.DebugPrintf("Closing socket due to player %d not being signed in any more\n");
if( !socket->close(false) ) socket->close(true);
continue;
}
// By default when we host we only have the local player, but currently allow multiple local players to join
// when joining any other way, so just because they are signed in doesn't mean they are in the session
// 4J Stu - If they are in the session, then we should add them to the game. Otherwise we won't be able to add them later
INetworkPlayer *pNetworkPlayer = g_NetworkManager.GetLocalPlayerByUserIndex(idx);
if( pNetworkPlayer == NULL )
continue;
ClientConnection *connection;
Socket *socket = pNetworkPlayer->GetSocket();
connection = new ClientConnection(minecraft, socket, idx);
minecraft->addPendingLocalConnection(idx, connection);
//minecraft->createExtraLocalPlayer(idx, (convStringToWstring( ProfileManager.GetGamertag(idx) )).c_str(), idx, connection);
// Open the socket on the server end to accept incoming data
Socket::addIncomingSocket(socket);
connection->send( shared_ptr<PreLoginPacket>( new PreLoginPacket(convStringToWstring( ProfileManager.GetGamertag(idx) )) ) );
createdConnections.push_back( connection );
// Tick connection until we're ready to go. The stages involved in this are:
// (1) Creating the ClientConnection sends a prelogin packet to the server
// (2) the server sends a prelogin back, which is handled by the clientConnection, and returns a login packet
// (3) the server sends a login back, which is handled by the client connection to start the game
do
{
// We need to keep ticking the connections for players that already logged in
for (auto& it : createdConnections )
{
if ( it )
it->tick();
}
// 4J Stu - We were ticking this way too fast which could cause the connection to time out
// The connections should tick at 20 per second
Sleep(50);
app.DebugPrintf("<***> %d %d %d %d %d\n",IsInSession(), !connection->isStarted(),!connection->isClosed(),ProfileManager.IsSignedIn(idx),!g_NetworkManager.IsLeavingGame());
#if defined _XBOX || __PS3__
} while (IsInSession() && !connection->isStarted() && !connection->isClosed() && ProfileManager.IsSignedIn(idx) && !g_NetworkManager.IsLeavingGame() );
#else
// TODO - This SHOULD be something just like the code above but temporarily changing here so that we don't have to depend on the profilemanager behaviour
} while (IsInSession() && !connection->isStarted() && !connection->isClosed() && !g_NetworkManager.IsLeavingGame() );
#endif
// 4J Stu - Fix for #11279 - CRASH: TCR 001: BAS Game Stability: Signing out of game will cause title to crash
// We need to break out of the above loop if m_bLeavingGame is set, and stop creating new connections
// The connections in the createdConnections vector get closed at the end of the thread
if( g_NetworkManager.IsLeavingGame() || !IsInSession() ) break;
if( ProfileManager.IsSignedIn(idx) && !connection->isClosed() )
{
app.SetRichPresenceContext(idx,CONTEXT_GAME_STATE_BLANK);
if (IsLocalGame()) ProfileManager.SetCurrentGameActivity(idx,CONTEXT_PRESENCE_MULTIPLAYEROFFLINE,false);
else ProfileManager.SetCurrentGameActivity(idx,CONTEXT_PRESENCE_MULTIPLAYER,false);
}
else
{
connection->close();
auto it = find(createdConnections.begin(), createdConnections.end(), connection);
if(it != createdConnections.end() ) createdConnections.erase( it );
}
}
app.SetGameMode( eMode_Multiplayer );
}
else if ( connection->isClosed() || !IsInSession())
{
// assert(false);
MinecraftServer::HaltServer();
return false;
}
if(g_NetworkManager.IsLeavingGame() || !IsInSession() )
{
for (auto& it : createdConnections)
{
it->close();
}
// assert(false);
MinecraftServer::HaltServer();
return false;
}
// Catch in-case server has been halted (by a player signout).
if ( MinecraftServer::serverHalted() )
return false;
return true;
}
int CGameNetworkManager::CorrectErrorIDS(int IDS)
{
return s_pPlatformNetworkManager->CorrectErrorIDS(IDS);
}
int CGameNetworkManager::GetLocalPlayerMask(int playerIndex)
{
return s_pPlatformNetworkManager->GetLocalPlayerMask( playerIndex );
}
int CGameNetworkManager::GetPlayerCount()
{
return s_pPlatformNetworkManager->GetPlayerCount();
}
int CGameNetworkManager::GetOnlinePlayerCount()
{
return s_pPlatformNetworkManager->GetOnlinePlayerCount();
}
bool CGameNetworkManager::AddLocalPlayerByUserIndex( int userIndex )
{
return s_pPlatformNetworkManager->AddLocalPlayerByUserIndex( userIndex );
}
bool CGameNetworkManager::RemoveLocalPlayerByUserIndex( int userIndex )
{
return s_pPlatformNetworkManager->RemoveLocalPlayerByUserIndex( userIndex );
}
INetworkPlayer *CGameNetworkManager::GetLocalPlayerByUserIndex(int userIndex )
{
return s_pPlatformNetworkManager->GetLocalPlayerByUserIndex( userIndex );
}
INetworkPlayer *CGameNetworkManager::GetPlayerByIndex(int playerIndex)
{
return s_pPlatformNetworkManager->GetPlayerByIndex( playerIndex );
}
INetworkPlayer *CGameNetworkManager::GetPlayerByXuid(PlayerUID xuid)
{
return s_pPlatformNetworkManager->GetPlayerByXuid( xuid );
}
INetworkPlayer *CGameNetworkManager::GetPlayerBySmallId(unsigned char smallId)
{
return s_pPlatformNetworkManager->GetPlayerBySmallId( smallId );
}
#ifdef _DURANGO
wstring CGameNetworkManager::GetDisplayNameByGamertag(wstring gamertag)
{
return s_pPlatformNetworkManager->GetDisplayNameByGamertag(gamertag);
}
#endif
INetworkPlayer *CGameNetworkManager::GetHostPlayer()
{
return s_pPlatformNetworkManager->GetHostPlayer();
}
void CGameNetworkManager::RegisterPlayerChangedCallback(int iPad, void (*callback)(void *callbackParam, INetworkPlayer *pPlayer, bool leaving), void *callbackParam)
{
s_pPlatformNetworkManager->RegisterPlayerChangedCallback( iPad, callback, callbackParam );
}
void CGameNetworkManager::UnRegisterPlayerChangedCallback(int iPad, void (*callback)(void *callbackParam, INetworkPlayer *pPlayer, bool leaving), void *callbackParam)
{
s_pPlatformNetworkManager->UnRegisterPlayerChangedCallback( iPad, callback, callbackParam );
}
void CGameNetworkManager::HandleSignInChange()
{
s_pPlatformNetworkManager->HandleSignInChange();
}
bool CGameNetworkManager::ShouldMessageForFullSession()
{
return s_pPlatformNetworkManager->ShouldMessageForFullSession();
}
bool CGameNetworkManager::IsInSession()
{
return s_pPlatformNetworkManager->IsInSession();
}
bool CGameNetworkManager::IsInGameplay()
{
return s_pPlatformNetworkManager->IsInGameplay();
}
bool CGameNetworkManager::IsReadyToPlayOrIdle()
{
return s_pPlatformNetworkManager->IsReadyToPlayOrIdle();
}
bool CGameNetworkManager::IsLeavingGame()
{
return s_pPlatformNetworkManager->IsLeavingGame();
}
bool CGameNetworkManager::SetLocalGame(bool isLocal)
{
return s_pPlatformNetworkManager->SetLocalGame( isLocal );
}
bool CGameNetworkManager::IsLocalGame()
{
return s_pPlatformNetworkManager->IsLocalGame();
}
void CGameNetworkManager::SetPrivateGame(bool isPrivate)
{
s_pPlatformNetworkManager->SetPrivateGame( isPrivate );
}
bool CGameNetworkManager::IsPrivateGame()
{
return s_pPlatformNetworkManager->IsPrivateGame();
}
void CGameNetworkManager::HostGame(int localUsersMask, bool bOnlineGame, bool bIsPrivate, unsigned char publicSlots, unsigned char privateSlots)
{
// 4J Stu - clear any previous connection errors
Minecraft::GetInstance()->clearConnectionFailed();
s_pPlatformNetworkManager->HostGame( localUsersMask, bOnlineGame, bIsPrivate, publicSlots, privateSlots );
}
bool CGameNetworkManager::IsHost()
{
return (s_pPlatformNetworkManager->IsHost() == TRUE);
}
bool CGameNetworkManager::IsInStatsEnabledSession()
{
return s_pPlatformNetworkManager->IsInStatsEnabledSession();
}
bool CGameNetworkManager::SessionHasSpace(unsigned int spaceRequired)
{
return s_pPlatformNetworkManager->SessionHasSpace( spaceRequired );
}
vector<FriendSessionInfo *> *CGameNetworkManager::GetSessionList(int iPad, int localPlayers, bool partyOnly)
{
return s_pPlatformNetworkManager->GetSessionList( iPad, localPlayers, partyOnly );
}
bool CGameNetworkManager::GetGameSessionInfo(int iPad, SessionID sessionId,FriendSessionInfo *foundSession)
{
return s_pPlatformNetworkManager->GetGameSessionInfo( iPad, sessionId, foundSession );
}
void CGameNetworkManager::SetSessionsUpdatedCallback( void (*SessionsUpdatedCallback)(LPVOID pParam), LPVOID pSearchParam )
{
s_pPlatformNetworkManager->SetSessionsUpdatedCallback( SessionsUpdatedCallback, pSearchParam );
}
void CGameNetworkManager::GetFullFriendSessionInfo( FriendSessionInfo *foundSession, void (* FriendSessionUpdatedFn)(bool success, void *pParam), void *pParam )
{
s_pPlatformNetworkManager->GetFullFriendSessionInfo(foundSession, FriendSessionUpdatedFn, pParam);
}
void CGameNetworkManager::ForceFriendsSessionRefresh()
{
s_pPlatformNetworkManager->ForceFriendsSessionRefresh();
}
bool CGameNetworkManager::JoinGameFromInviteInfo( int userIndex, int userMask, const INVITE_INFO *pInviteInfo)
{
return s_pPlatformNetworkManager->JoinGameFromInviteInfo( userIndex, userMask, pInviteInfo );
}
CGameNetworkManager::eJoinGameResult CGameNetworkManager::JoinGame(FriendSessionInfo *searchResult, int localUsersMask)
{
app.SetTutorialMode( false );
g_NetworkManager.SetLocalGame(false);
int primaryUserIndex = ProfileManager.GetLockedProfile();
// 4J-PB - clear any previous connection errors
Minecraft::GetInstance()->clearConnectionFailed();
// Make sure that the Primary Pad is in by default
localUsersMask |= GetLocalPlayerMask( ProfileManager.GetPrimaryPad() );
return (eJoinGameResult)(s_pPlatformNetworkManager->JoinGame( searchResult, localUsersMask, primaryUserIndex ));
}
void CGameNetworkManager::CancelJoinGame(LPVOID lpParam)
{
#ifdef _XBOX_ONE
s_pPlatformNetworkManager->CancelJoinGame();
#endif
}
bool CGameNetworkManager::LeaveGame(bool bMigrateHost)
{
Minecraft::GetInstance()->gui->clearMessages();
return s_pPlatformNetworkManager->LeaveGame( bMigrateHost );
}
int CGameNetworkManager::JoinFromInvite_SignInReturned(void *pParam,bool bContinue, int iPad)
{
INVITE_INFO * pInviteInfo = (INVITE_INFO *)pParam;
if(bContinue==true)
{
#ifdef __ORBIS__
// Check if PSN is unavailable because of age restriction
int npAvailability = ProfileManager.getNPAvailability(iPad);
if (npAvailability == SCE_NP_ERROR_AGE_RESTRICTION)
{
UINT uiIDA[1];
uiIDA[0] = IDS_OK;
ui.RequestErrorMessage(IDS_ONLINE_SERVICE_TITLE, IDS_CONTENT_RESTRICTION, uiIDA, 1, iPad);
return 0;
}
#endif
app.DebugPrintf("JoinFromInvite_SignInReturned, iPad %d\n",iPad);
// It's possible that the player has not signed in - they can back out
if(ProfileManager.IsSignedIn(iPad) && ProfileManager.IsSignedInLive(iPad) )
{
app.DebugPrintf("JoinFromInvite_SignInReturned, passed sign-in tests\n");
int localUsersMask = 0;
int joiningUsers = 0;
bool noPrivileges = false;
for(unsigned int index = 0; index < XUSER_MAX_COUNT; ++index)
{
if(ProfileManager.IsSignedIn(index) )
{
++joiningUsers;
if( !ProfileManager.AllowedToPlayMultiplayer(index) ) noPrivileges = true;
localUsersMask |= GetLocalPlayerMask( index );
}
}
// Check if user-created content is allowed, as we cannot play multiplayer if it's not
bool noUGC = false;
#if defined(__PS3__) || defined(__PSVITA__)
ProfileManager.GetChatAndContentRestrictions(iPad,false,&noUGC,NULL,NULL);
#elif defined(__ORBIS__)
ProfileManager.GetChatAndContentRestrictions(iPad,false,NULL,&noUGC,NULL);
#endif
if(noUGC)
{
int messageText = IDS_NO_USER_CREATED_CONTENT_PRIVILEGE_SINGLE_LOCAL;
if(joiningUsers > 1) messageText = IDS_NO_USER_CREATED_CONTENT_PRIVILEGE_ALL_LOCAL;
ui.RequestUGCMessageBox(IDS_CONNECTION_FAILED, messageText);
}
else if(noPrivileges)
{
UINT uiIDA[1];
uiIDA[0]=IDS_CONFIRM_OK;
ui.RequestErrorMessage( IDS_NO_MULTIPLAYER_PRIVILEGE_TITLE, IDS_NO_MULTIPLAYER_PRIVILEGE_JOIN_TEXT, uiIDA,1,ProfileManager.GetPrimaryPad());
}
else
{
#if defined(__ORBIS__) || defined(__PSVITA__)
bool chatRestricted = false;
ProfileManager.GetChatAndContentRestrictions(iPad,false,&chatRestricted,NULL,NULL);
if(chatRestricted)
{
ProfileManager.DisplaySystemMessage( 0, ProfileManager.GetPrimaryPad() );
}
#endif
ProfileManager.SetLockedProfile(iPad);
ProfileManager.SetPrimaryPad(iPad);
g_NetworkManager.SetLocalGame(false);
// If the player was signed in before selecting play, we'll not have read the profile yet, so query the sign-in status to get this to happen
ProfileManager.QuerySigninStatus();
// 4J-PB - clear any previous connection errors
Minecraft::GetInstance()->clearConnectionFailed();
// change the minecraft player name
Minecraft::GetInstance()->user->name = convStringToWstring( ProfileManager.GetGamertag(ProfileManager.GetPrimaryPad()));
bool success = g_NetworkManager.JoinGameFromInviteInfo(
iPad, // dwUserIndex
localUsersMask, // dwUserMask
pInviteInfo ); // pInviteInfo
if( !success )
{
app.DebugPrintf( "Failed joining game from invite\n" );
}
}
}
else
{
app.DebugPrintf("JoinFromInvite_SignInReturned, failed sign-in tests :%d %d\n",ProfileManager.IsSignedIn(iPad),ProfileManager.IsSignedInLive(iPad));
}
}
return 0;
}
void CGameNetworkManager::UpdateAndSetGameSessionData(INetworkPlayer *pNetworkPlayerLeaving)
{
Minecraft *pMinecraft = Minecraft::GetInstance();
TexturePack *tPack = pMinecraft->skins->getSelected();
s_pPlatformNetworkManager->SetSessionTexturePackParentId( tPack->getDLCParentPackId() );
s_pPlatformNetworkManager->SetSessionSubTexturePackId( tPack->getDLCSubPackId() );
s_pPlatformNetworkManager->UpdateAndSetGameSessionData( pNetworkPlayerLeaving );
}
void CGameNetworkManager::SendInviteGUI(int quadrant)
{
s_pPlatformNetworkManager->SendInviteGUI(quadrant);
}
void CGameNetworkManager::ResetLeavingGame()
{
s_pPlatformNetworkManager->ResetLeavingGame();
}
bool CGameNetworkManager::IsNetworkThreadRunning()
{
return m_bNetworkThreadRunning;;
}
int CGameNetworkManager::RunNetworkGameThreadProc( void* lpParameter )
{
// Share AABB & Vec3 pools with default (main thread) - should be ok as long as we don't tick the main thread whilst this thread is running
AABB::UseDefaultThreadStorage();
Vec3::UseDefaultThreadStorage();
Compression::UseDefaultThreadStorage();
Tile::CreateNewThreadStorage();
IntCache::CreateNewThreadStorage();
g_NetworkManager.m_bNetworkThreadRunning = true;
bool success = g_NetworkManager._RunNetworkGame(lpParameter);
g_NetworkManager.m_bNetworkThreadRunning = false;
if( !success)
{
TexturePack *tPack = Minecraft::GetInstance()->skins->getSelected();
while ( tPack->isLoadingData() || (Minecraft::GetInstance()->skins->needsUIUpdate() || ui.IsReloadingSkin()) )
{
Sleep(1);
}
ui.CleanUpSkinReload();
if(app.GetDisconnectReason() == DisconnectPacket::eDisconnect_None)
{
app.SetDisconnectReason( DisconnectPacket::eDisconnect_ConnectionCreationFailed );
}
// If we failed before the server started, clear the game rules. Otherwise the server will clear it up.
if(MinecraftServer::getInstance() == NULL) app.m_gameRules.unloadCurrentGameRules();
Tile::ReleaseThreadStorage();
return -1;
}
#ifdef __PSVITA__
// 4J-JEV: Wait for the loading/saving to finish.
while (StorageManager.GetSaveState() != C4JStorage::ESaveGame_Idle) Sleep(10);
#endif
Tile::ReleaseThreadStorage();
IntCache::ReleaseThreadStorage();
return 0;
}
int CGameNetworkManager::ServerThreadProc( void* lpParameter )
{
int64_t seed = 0;
if(lpParameter != NULL)
{
NetworkGameInitData *param = (NetworkGameInitData *)lpParameter;
seed = param->seed;
app.SetGameHostOption(eGameHostOption_All,param->settings);
// 4J Stu - If we are loading a DLC save that's separate from the texture pack, load
if( param->levelGen != NULL && (param->texturePackId == 0 || param->levelGen->getRequiredTexturePackId() != param->texturePackId) )
{
while((Minecraft::GetInstance()->skins->needsUIUpdate() || ui.IsReloadingSkin()))
{
Sleep(1);
}
param->levelGen->loadBaseSaveData();
}
}
SetThreadName(-1, "Minecraft Server thread");
AABB::CreateNewThreadStorage();
Vec3::CreateNewThreadStorage();
IntCache::CreateNewThreadStorage();
Compression::UseDefaultThreadStorage();
OldChunkStorage::UseDefaultThreadStorage();
Entity::useSmallIds();
Level::enableLightingCache();
Tile::CreateNewThreadStorage();
FireworksRecipe::CreateNewThreadStorage();
MinecraftServer::main(seed, lpParameter); //saveData, app.GetGameHostOption(eGameHostOption_All));
Tile::ReleaseThreadStorage();
AABB::ReleaseThreadStorage();
Vec3::ReleaseThreadStorage();
IntCache::ReleaseThreadStorage();
Level::destroyLightingCache();
if(lpParameter != NULL) delete lpParameter;
return S_OK;
}
int CGameNetworkManager::ExitAndJoinFromInviteThreadProc( void* lpParam )
{
// Share AABB & Vec3 pools with default (main thread) - should be ok as long as we don't tick the main thread whilst this thread is running
AABB::UseDefaultThreadStorage();
Vec3::UseDefaultThreadStorage();
Compression::UseDefaultThreadStorage();
//app.SetGameStarted(false);
UIScene_PauseMenu::_ExitWorld(NULL);
while( g_NetworkManager.IsInSession() )
{
Sleep(1);
}
// Xbox should always be online when receiving invites - on PS3 we need to check & ask the user to sign in
#if !defined(__PS3__) && !defined(__PSVITA__)
JoinFromInviteData *inviteData = (JoinFromInviteData *)lpParam;
app.SetAction(inviteData->dwUserIndex, eAppAction_JoinFromInvite, lpParam);
#else
if(ProfileManager.IsSignedInLive(ProfileManager.GetPrimaryPad()))
{
JoinFromInviteData *inviteData = (JoinFromInviteData *)lpParam;
app.SetAction(inviteData->dwUserIndex, eAppAction_JoinFromInvite, lpParam);
}
else
{
UINT uiIDA[2];
uiIDA[0]=IDS_PRO_NOTONLINE_ACCEPT;
uiIDA[1]=IDS_PRO_NOTONLINE_DECLINE;
ui.RequestErrorMessage(IDS_PRO_NOTONLINE_TITLE, IDS_PRO_NOTONLINE_TEXT, uiIDA, 2, ProfileManager.GetPrimaryPad(),&CGameNetworkManager::MustSignInReturned_0,lpParam);
}
#endif
return S_OK;
}
#if defined __PS3__ || defined __PSVITA__ || defined __ORBIS__
// This case happens when we have been returned from the game to the main menu after receiving an invite and are now trying to go back in to join the new game
// The pair of methods MustSignInReturned_0 & PSNSignInReturned_0 handle this
int CGameNetworkManager::MustSignInReturned_0(void *pParam,int iPad,C4JStorage::EMessageResult result)
{
if(result==C4JStorage::EMessage_ResultAccept)
{
#ifdef __PS3__
SQRNetworkManager_PS3::AttemptPSNSignIn(&CGameNetworkManager::PSNSignInReturned_0, pParam,true);
#elif defined __PSVITA__
SQRNetworkManager_Vita::AttemptPSNSignIn(&CGameNetworkManager::PSNSignInReturned_0, pParam,true);
#elif defined __ORBIS__
SQRNetworkManager_Orbis::AttemptPSNSignIn(&CGameNetworkManager::PSNSignInReturned_0, pParam,true);
#endif
}
else
{
app.SetAction(0,eAppAction_Idle);
ui.NavigateToHomeMenu();
ui.UpdatePlayerBasePositions();
}
return 0;
}
int CGameNetworkManager::PSNSignInReturned_0(void* pParam, bool bContinue, int iPad)
{
JoinFromInviteData *inviteData = (JoinFromInviteData *)pParam;
// If the invite data isn't set up yet (indicated by it being all zeroes, easiest detected via the net version), then try and get it again... this can happen if we got
// the invite whilst signed out
if( bContinue )
{
if(inviteData->pInviteInfo->netVersion == 0)
{
#if defined __PS3__ || defined __VITA__
if(!SQRNetworkManager_PS3::UpdateInviteData((SQRNetworkManager::PresenceSyncInfo *)inviteData->pInviteInfo))
{
bContinue = false;
}
#elif defined __ORBIS__
// TODO: No Orbis equivalent (should there be?)
#endif
}
}
if( bContinue )
{
app.SetAction(inviteData->dwUserIndex, eAppAction_JoinFromInvite, pParam);
}
else
{
app.SetAction(inviteData->dwUserIndex,eAppAction_Idle);
ui.NavigateToHomeMenu();
ui.UpdatePlayerBasePositions();
}
return 0;
}
// This case happens when we were in the main menus when we got an invite, and weren't signed in... now can proceed with the normal flow of code for this situation
// The pair of methods MustSignInReturned_1 & PSNSignInReturned_1 handle this
int CGameNetworkManager::MustSignInReturned_1(void *pParam,int iPad,C4JStorage::EMessageResult result)
{
if(result==C4JStorage::EMessage_ResultAccept)
{
#ifdef __PS3__
SQRNetworkManager_PS3::AttemptPSNSignIn(&CGameNetworkManager::PSNSignInReturned_1, pParam,true);
#elif defined __PSVITA__
SQRNetworkManager_Vita::AttemptPSNSignIn(&CGameNetworkManager::PSNSignInReturned_1, pParam,true);
#elif defined __ORBIS__
SQRNetworkManager_Orbis::AttemptPSNSignIn(&CGameNetworkManager::PSNSignInReturned_1, pParam,true);
#endif
}
return 0;
}
int CGameNetworkManager::PSNSignInReturned_1(void* pParam, bool bContinue, int iPad)
{
INVITE_INFO *inviteInfo = (INVITE_INFO *)pParam;
// If the invite data isn't set up yet (indicated by it being all zeroes, easiest detected via the net version), then try and get it again... this can happen if we got
// the invite whilst signed out
if( bContinue )
{
if(inviteInfo->netVersion == 0)
{
#if defined __PS3__ || defined __VITA__
if(!SQRNetworkManager_PS3::UpdateInviteData((SQRNetworkManager::PresenceSyncInfo *)inviteInfo))
{
bContinue = false;
}
#elif defined __ORBIS__
// TODO: No Orbis equivalent (should there be?)
#endif
}
}
if( bContinue )
{
g_NetworkManager.HandleInviteWhenInMenus(0, inviteInfo);
}
return 0;
}
#endif
void CGameNetworkManager::_LeaveGame()
{
s_pPlatformNetworkManager->_LeaveGame(false, true);
}
int CGameNetworkManager::ChangeSessionTypeThreadProc( void* lpParam )
{
// Share AABB & Vec3 pools with default (main thread) - should be ok as long as we don't tick the main thread whilst this thread is running
AABB::UseDefaultThreadStorage();
Vec3::UseDefaultThreadStorage();
Compression::UseDefaultThreadStorage();
Minecraft *pMinecraft = Minecraft::GetInstance();
MinecraftServer *pServer = MinecraftServer::getInstance();
#if defined(__PS3__) || defined(__ORBIS__) || defined __PSVITA__
UINT uiIDA[1];
uiIDA[0]=IDS_CONFIRM_OK;
if( g_NetworkManager.m_bLastDisconnectWasLostRoomOnly )
{
if(g_NetworkManager.m_bSignedOutofPSN)
{
C4JStorage::EMessageResult result = ui.RequestErrorMessage( IDS_PROGRESS_CONVERTING_TO_OFFLINE_GAME, IDS_ERROR_PSN_SIGN_OUT, uiIDA,1,ProfileManager.GetPrimaryPad());
}
else
{
C4JStorage::EMessageResult result = ui.RequestErrorMessage( IDS_ERROR_NETWORK_TITLE, IDS_PROGRESS_CONVERTING_TO_OFFLINE_GAME, uiIDA,1,ProfileManager.GetPrimaryPad());
}
}
else
{
C4JStorage::EMessageResult result = ui.RequestErrorMessage( IDS_CONNECTION_LOST, g_NetworkManager.CorrectErrorIDS(IDS_CONNECTION_LOST_LIVE_NO_EXIT), uiIDA,1,ProfileManager.GetPrimaryPad());
}
// Swap these two messages around as one is too long to display at 480
pMinecraft->progressRenderer->progressStartNoAbort( IDS_PROGRESS_CONVERTING_TO_OFFLINE_GAME );
pMinecraft->progressRenderer->progressStage( -1 ); //g_NetworkManager.CorrectErrorIDS(IDS_CONNECTION_LOST_LIVE_NO_EXIT) );
#elif defined(_XBOX_ONE)
if( g_NetworkManager.m_bFullSessionMessageOnNextSessionChange )
{
UINT uiIDA[1];
uiIDA[0]=IDS_CONFIRM_OK;
C4JStorage::EMessageResult result = ui.RequestErrorMessage( IDS_PROGRESS_CONVERTING_TO_OFFLINE_GAME, IDS_IN_PARTY_SESSION_FULL, uiIDA,1,ProfileManager.GetPrimaryPad());
pMinecraft->progressRenderer->progressStartNoAbort( IDS_PROGRESS_CONVERTING_TO_OFFLINE_GAME );
pMinecraft->progressRenderer->progressStage( -1 );
}
else
{
pMinecraft->progressRenderer->progressStartNoAbort( g_NetworkManager.CorrectErrorIDS(IDS_CONNECTION_LOST_LIVE_NO_EXIT) );
pMinecraft->progressRenderer->progressStage( IDS_PROGRESS_CONVERTING_TO_OFFLINE_GAME );
}
#else
pMinecraft->progressRenderer->progressStartNoAbort( g_NetworkManager.CorrectErrorIDS(IDS_CONNECTION_LOST_LIVE_NO_EXIT) );
pMinecraft->progressRenderer->progressStage( IDS_PROGRESS_CONVERTING_TO_OFFLINE_GAME );
#endif
while( app.GetXuiServerAction(ProfileManager.GetPrimaryPad() ) != eXuiServerAction_Idle && !MinecraftServer::serverHalted() )
{
Sleep(10);
}
app.SetXuiServerAction(ProfileManager.GetPrimaryPad(),eXuiServerAction_PauseServer,(void *)TRUE);
// wait for the server to be in a non-ticking state
pServer->m_serverPausedEvent->WaitForSignal(INFINITE);
#if defined(__PS3__) || defined(__ORBIS__) || defined __PSVITA__
// Swap these two messages around as one is too long to display at 480
pMinecraft->progressRenderer->progressStartNoAbort( IDS_PROGRESS_CONVERTING_TO_OFFLINE_GAME );
pMinecraft->progressRenderer->progressStage( -1 ); //g_NetworkManager.CorrectErrorIDS(IDS_CONNECTION_LOST_LIVE_NO_EXIT) );
#elif defined(_XBOX_ONE)
if( g_NetworkManager.m_bFullSessionMessageOnNextSessionChange )
{
pMinecraft->progressRenderer->progressStartNoAbort( IDS_PROGRESS_CONVERTING_TO_OFFLINE_GAME );
pMinecraft->progressRenderer->progressStage( -1 );
}
else
{
pMinecraft->progressRenderer->progressStartNoAbort( g_NetworkManager.CorrectErrorIDS(IDS_CONNECTION_LOST_LIVE_NO_EXIT) );
pMinecraft->progressRenderer->progressStage( IDS_PROGRESS_CONVERTING_TO_OFFLINE_GAME );
}
#else
pMinecraft->progressRenderer->progressStartNoAbort( g_NetworkManager.CorrectErrorIDS(IDS_CONNECTION_LOST_LIVE_NO_EXIT) );
pMinecraft->progressRenderer->progressStage( IDS_PROGRESS_CONVERTING_TO_OFFLINE_GAME );
#endif
pMinecraft->progressRenderer->progressStagePercentage(25);
#ifdef _XBOX_ONE
// wait for any players that were being added, to finish doing this. On XB1, if we don't do this then there's an async thread running doing this,
// which could then finish at any inappropriate time later
while( s_pPlatformNetworkManager->IsAddingPlayer() )
{
Sleep(1);
}
#endif
// Null the network player of all the server players that are local, to stop them being removed from the server when removed from the session
if( pServer != NULL )
{
PlayerList *players = pServer->getPlayers();
for(auto& servPlayer : players->players)
{
if( servPlayer->connection->isLocal() && !servPlayer->connection->isGuest() )
{
servPlayer->connection->connection->getSocket()->setPlayer(NULL);
}
}
}
// delete the current session - if we weren't actually disconnected fully from the network but have just lost our room, then pass a bLeaveRoom flag of false
// here as by definition we don't need to leave the room (again). This is currently only an issue for sony platforms.
if( g_NetworkManager.m_bLastDisconnectWasLostRoomOnly )
{
s_pPlatformNetworkManager->_LeaveGame(false, false);
}
else
{
s_pPlatformNetworkManager->_LeaveGame(false, true);
}
// wait for the current session to end
while( g_NetworkManager.IsInSession() )
{
Sleep(1);
}
// Reset this flag as the we don't need to know that we only lost the room only from this point onwards, the behaviour is exactly the same
g_NetworkManager.m_bLastDisconnectWasLostRoomOnly = false;
g_NetworkManager.m_bFullSessionMessageOnNextSessionChange = false;
pMinecraft->progressRenderer->progressStagePercentage(50);
// Defaulting to making this a local game
g_NetworkManager.SetLocalGame(true);
// Create a new session with all the players that were in the old one
int localUsersMask = 0;
char numLocalPlayers = 0;
for(unsigned int index = 0; index < XUSER_MAX_COUNT; ++index)
{
if(ProfileManager.IsSignedIn(index) && pMinecraft->localplayers[index] != NULL )
{
numLocalPlayers++;
localUsersMask |= GetLocalPlayerMask(index);
}
}
s_pPlatformNetworkManager->_HostGame( localUsersMask );
pMinecraft->progressRenderer->progressStagePercentage(75);
// Wait for all the local players to rejoin the session
while( g_NetworkManager.GetPlayerCount() < numLocalPlayers )
{
Sleep(1);
}
// Restore the network player of all the server players that are local
if( pServer != NULL )
{
for(unsigned int index = 0; index < XUSER_MAX_COUNT; ++index)
{
if(ProfileManager.IsSignedIn(index) && pMinecraft->localplayers[index] != NULL )
{
PlayerUID localPlayerXuid = pMinecraft->localplayers[index]->getXuid();
PlayerList *players = pServer->getPlayers();
for(auto& servPlayer : players->players)
{
if( servPlayer->getXuid() == localPlayerXuid )
{
servPlayer->connection->connection->getSocket()->setPlayer( g_NetworkManager.GetLocalPlayerByUserIndex(index) );
}
}
// Player might have a pending connection
if (pMinecraft->m_pendingLocalConnections[index] != NULL)
{
// Update the network player
pMinecraft->m_pendingLocalConnections[index]->getConnection()->getSocket()->setPlayer(g_NetworkManager.GetLocalPlayerByUserIndex(index));
}
else if ( pMinecraft->m_connectionFailed[index] && (pMinecraft->m_connectionFailedReason[index] == DisconnectPacket::eDisconnect_ConnectionCreationFailed) )
{
pMinecraft->removeLocalPlayerIdx(index);
#ifdef _XBOX_ONE
ProfileManager.RemoveGamepadFromGame(index);
#endif
}
}
}
}
pMinecraft->progressRenderer->progressStagePercentage(100);
#ifndef _XBOX
// Make sure that we have transitioned through any joining/creating stages so we're actually ready to set to play
while(!s_pPlatformNetworkManager->IsReadyToPlayOrIdle())
{
Sleep(10);
}
#endif
s_pPlatformNetworkManager->_StartGame();
#ifndef _XBOX
// Wait until the message box has been closed
while(ui.IsSceneInStack(XUSER_INDEX_ANY, eUIScene_MessageBox))
{
Sleep(10);
}
#endif
// Start the game again
app.SetGameStarted(true);
app.SetXuiServerAction(ProfileManager.GetPrimaryPad(),eXuiServerAction_PauseServer,(void *)FALSE);
app.SetChangingSessionType(false);
app.SetReallyChangingSessionType(false);
return S_OK;
}
void CGameNetworkManager::SystemFlagSet(INetworkPlayer *pNetworkPlayer, int index)
{
s_pPlatformNetworkManager->SystemFlagSet( pNetworkPlayer, index );
}
bool CGameNetworkManager::SystemFlagGet(INetworkPlayer *pNetworkPlayer, int index)
{
return s_pPlatformNetworkManager->SystemFlagGet( pNetworkPlayer, index );
}
wstring CGameNetworkManager::GatherStats()
{
return s_pPlatformNetworkManager->GatherStats();
}
void CGameNetworkManager::renderQueueMeter()
{
#ifdef _XBOX
int height = 720;
CGameNetworkManager::byteQueue[(CGameNetworkManager::messageQueuePos) & (CGameNetworkManager::messageQueue_length - 1)] = GetHostPlayer()->GetSendQueueSizeBytes(NULL, false);
CGameNetworkManager::messageQueue[(CGameNetworkManager::messageQueuePos++) & (CGameNetworkManager::messageQueue_length - 1)] = GetHostPlayer()->GetSendQueueSizeMessages(NULL, false);
Minecraft *pMinecraft = Minecraft::GetInstance();
pMinecraft->gui->renderGraph(CGameNetworkManager::messageQueue_length, CGameNetworkManager::messageQueuePos, CGameNetworkManager::messageQueue, 10, 1000, CGameNetworkManager::byteQueue, 100, 25000);
#endif
}
wstring CGameNetworkManager::GatherRTTStats()
{
return s_pPlatformNetworkManager->GatherRTTStats();
}
void CGameNetworkManager::StateChange_AnyToHosting()
{
app.DebugPrintf("Disabling Guest Signin\n");
XEnableGuestSignin(FALSE);
Minecraft::GetInstance()->clearPendingClientTextureRequests();
}
void CGameNetworkManager::StateChange_AnyToJoining()
{
app.DebugPrintf("Disabling Guest Signin\n");
XEnableGuestSignin(FALSE);
Minecraft::GetInstance()->clearPendingClientTextureRequests();
ConnectionProgressParams *param = new ConnectionProgressParams();
param->iPad = ProfileManager.GetPrimaryPad();
param->stringId = -1;
param->showTooltips = false;
param->setFailTimer = true;
param->timerTime = CONNECTING_PROGRESS_CHECK_TIME;
ui.NavigateToScene(ProfileManager.GetPrimaryPad(), eUIScene_ConnectingProgress, param);
}
void CGameNetworkManager::StateChange_JoiningToIdle(CPlatformNetworkManager::eJoinFailedReason reason)
{
DisconnectPacket::eDisconnectReason disconnectReason;
switch(reason)
{
case CPlatformNetworkManager::JOIN_FAILED_SERVER_FULL:
disconnectReason = DisconnectPacket::eDisconnect_ServerFull;
break;
case CPlatformNetworkManager::JOIN_FAILED_INSUFFICIENT_PRIVILEGES:
disconnectReason = DisconnectPacket::eDisconnect_NoMultiplayerPrivilegesJoin;
app.SetAction(ProfileManager.GetPrimaryPad(),eAppAction_FailedToJoinNoPrivileges);
break;
default:
disconnectReason = DisconnectPacket::eDisconnect_ConnectionCreationFailed;
break;
};
Minecraft::GetInstance()->connectionDisconnected(ProfileManager.GetPrimaryPad(), disconnectReason);
}
void CGameNetworkManager::StateChange_AnyToStarting()
{
#if defined __PS3__ || defined __ORBIS__ || defined __PSVITA__
app.getRemoteStorage()->shutdown(); // shut the remote storage lib down and hopefully get our 7mb back
#endif
if(!g_NetworkManager.IsHost())
{
LoadingInputParams *loadingParams = new LoadingInputParams();
loadingParams->func = &CGameNetworkManager::RunNetworkGameThreadProc;
loadingParams->lpParam = NULL;
UIFullscreenProgressCompletionData *completionData = new UIFullscreenProgressCompletionData();
completionData->bShowBackground=TRUE;
completionData->bShowLogo=TRUE;
completionData->type = e_ProgressCompletion_CloseAllPlayersUIScenes;
completionData->iPad = ProfileManager.GetPrimaryPad();
loadingParams->completionData = completionData;
ui.NavigateToScene(ProfileManager.GetPrimaryPad(),eUIScene_FullscreenProgress, loadingParams);
}
}
void CGameNetworkManager::StateChange_AnyToEnding(bool bStateWasPlaying)
{
// Kick off a stats write for players that are signed into LIVE, if this is a local game
if( bStateWasPlaying && g_NetworkManager.IsLocalGame() )
{
for(unsigned int i = 0; i < XUSER_MAX_COUNT; ++i)
{
INetworkPlayer *pNetworkPlayer = g_NetworkManager.GetLocalPlayerByUserIndex(i);
if(pNetworkPlayer != NULL && ProfileManager.IsSignedIn( i ) )
{
app.DebugPrintf("Stats save for an offline game for the player at index %d\n", i );
Minecraft::GetInstance()->forceStatsSave(pNetworkPlayer->GetUserIndex());
}
}
}
Minecraft::GetInstance()->gui->clearMessages();
if(!g_NetworkManager.IsHost() && !g_NetworkManager.IsLeavingGame() )
{
// 4J Stu - If the host is saving then it might take a while to quite the session, so do it ourself
//m_bLeavingGame = true;
// The host has notified that the game is about to end
if(app.GetDisconnectReason() == DisconnectPacket::eDisconnect_None) app.SetDisconnectReason( DisconnectPacket::eDisconnect_Quitting );
app.SetAction(ProfileManager.GetPrimaryPad(),eAppAction_ExitWorld,(void *)TRUE);
}
}
void CGameNetworkManager::StateChange_AnyToIdle()
{
app.DebugPrintf("Enabling Guest Signin\n");
XEnableGuestSignin(TRUE);
// Reset this here so that we can search for games again
// 4J Stu - If we are changing session type there is a race between that thread setting the game to local, and this setting it to not local
if(!app.GetChangingSessionType()) g_NetworkManager.SetLocalGame( false );
}
void CGameNetworkManager::CreateSocket( INetworkPlayer *pNetworkPlayer, bool localPlayer )
{
Minecraft *pMinecraft = Minecraft::GetInstance();
Socket *socket = NULL;
shared_ptr<MultiplayerLocalPlayer> mpPlayer = nullptr;
int userIdx = pNetworkPlayer->GetUserIndex();
if (userIdx >= 0 && userIdx < XUSER_MAX_COUNT)
mpPlayer = pMinecraft->localplayers[userIdx];
if( localPlayer && mpPlayer != NULL && mpPlayer->connection != NULL)
{
// If we already have a MultiplayerLocalPlayer here then we are doing a session type change
socket = mpPlayer->connection->getSocket();
// Pair this socket and network player
pNetworkPlayer->SetSocket( socket);
if( socket )
{
socket->setPlayer( pNetworkPlayer );
}
}
else
{
#ifdef _WINDOWS64
// Non-host split-screen: open a dedicated TCP connection for this pad
if (localPlayer && !g_NetworkManager.IsHost() && g_NetworkManager.IsInGameplay())
{
int padIdx = pNetworkPlayer->GetUserIndex();
BYTE assignedSmallId = 0;
if (!WinsockNetLayer::JoinSplitScreen(padIdx, &assignedSmallId))
{
app.DebugPrintf("Split-screen pad %d: failed to open TCP to host\n", padIdx);
pMinecraft->connectionDisconnected(padIdx, DisconnectPacket::eDisconnect_ConnectionCreationFailed);
return;
}
// Update the local IQNetPlayer (at pad index) with the host-assigned smallId.
// The NetworkPlayerXbox created by NotifyPlayerJoined already points to
// m_player[padIdx], so we just set the smallId for network routing.
IQNet::m_player[padIdx].m_smallId = assignedSmallId;
IQNet::m_player[padIdx].m_resolvedXuid = Win64Xuid::DeriveXuidForPad(Win64Xuid::ResolvePersistentXuid(), padIdx);
// Network socket (not hostLocal) — data goes through TCP via GetLocalSocket
socket = new Socket(pNetworkPlayer, false, false);
pNetworkPlayer->SetSocket(socket);
ClientConnection* connection = new ClientConnection(pMinecraft, socket, padIdx);
if (connection->createdOk)
{
connection->send(shared_ptr<PreLoginPacket>(new PreLoginPacket(pNetworkPlayer->GetOnlineName())));
pMinecraft->addPendingLocalConnection(padIdx, connection);
}
else
{
pMinecraft->connectionDisconnected(padIdx, DisconnectPacket::eDisconnect_ConnectionCreationFailed);
delete connection;
}
return;
}
#endif
socket = new Socket( pNetworkPlayer, g_NetworkManager.IsHost(), g_NetworkManager.IsHost() && localPlayer );
pNetworkPlayer->SetSocket( socket );
// 4J Stu - May be other states we want to accept aswell
// Add this user to the game server if the game is started already
if( g_NetworkManager.IsHost() && g_NetworkManager.IsInGameplay() )
{
Socket::addIncomingSocket(socket);
}
// If this is a local player and we are already in the game, we need to setup a local connection and log
// the player in to the game server
if( localPlayer && g_NetworkManager.IsInGameplay() )
{
int idx = pNetworkPlayer->GetUserIndex();
app.DebugPrintf("Creating new client connection for idx: %d\n", idx);
ClientConnection *connection;
connection = new ClientConnection(pMinecraft, socket, idx);
if( connection->createdOk )
{
connection->send( shared_ptr<PreLoginPacket>( new PreLoginPacket( pNetworkPlayer->GetOnlineName() ) ) );
pMinecraft->addPendingLocalConnection(idx, connection);
}
else
{
pMinecraft->connectionDisconnected( idx , DisconnectPacket::eDisconnect_ConnectionCreationFailed );
delete connection;
connection = NULL;
}
}
}
}
void CGameNetworkManager::CloseConnection( INetworkPlayer *pNetworkPlayer )
{
MinecraftServer *server = MinecraftServer::getInstance();
if( server != NULL )
{
PlayerList *players = server->getPlayers();
if( players != NULL )
{
players->closePlayerConnectionBySmallId(pNetworkPlayer->GetSmallId());
}
}
}
void CGameNetworkManager::PlayerJoining( INetworkPlayer *pNetworkPlayer )
{
if (g_NetworkManager.IsInGameplay()) // 4J-JEV: Wait to do this at StartNetworkGame if not in-game yet.
{
// 4J-JEV: Update RichPresence when a player joins the game.
bool multiplayer = g_NetworkManager.GetPlayerCount() > 1, localgame = g_NetworkManager.IsLocalGame();
for (int iPad=0; iPad<XUSER_MAX_COUNT; ++iPad)
{
INetworkPlayer *pNetworkPlayer = g_NetworkManager.GetLocalPlayerByUserIndex(iPad);
if (pNetworkPlayer == NULL) continue;
app.SetRichPresenceContext(iPad,CONTEXT_GAME_STATE_BLANK);
if (multiplayer)
{
if (localgame) ProfileManager.SetCurrentGameActivity(iPad, CONTEXT_PRESENCE_MULTIPLAYEROFFLINE, false);
else ProfileManager.SetCurrentGameActivity(iPad, CONTEXT_PRESENCE_MULTIPLAYER, false);
}
else
{
if (localgame) ProfileManager.SetCurrentGameActivity(iPad, CONTEXT_PRESENCE_MULTIPLAYER_1POFFLINE, false);
else ProfileManager.SetCurrentGameActivity(iPad, CONTEXT_PRESENCE_MULTIPLAYER_1P, false);
}
}
}
if( pNetworkPlayer->IsLocal() )
{
TelemetryManager->RecordPlayerSessionStart(pNetworkPlayer->GetUserIndex());
}
#ifdef _XBOX
else
{
if( !pNetworkPlayer->IsHost() )
{
for(int idx = 0; idx < XUSER_MAX_COUNT; ++idx)
{
if(Minecraft::GetInstance()->localplayers[idx] != NULL)
{
TelemetryManager->RecordLevelStart(idx, eSen_FriendOrMatch_Playing_With_Invited_Friends, eSen_CompeteOrCoop_Coop_and_Competitive, Minecraft::GetInstance()->level->difficulty, app.GetLocalPlayerCount(), g_NetworkManager.GetOnlinePlayerCount());
}
}
}
}
#endif
}
void CGameNetworkManager::PlayerLeaving( INetworkPlayer *pNetworkPlayer )
{
if( pNetworkPlayer->IsLocal() )
{
ProfileManager.SetCurrentGameActivity(pNetworkPlayer->GetUserIndex(),CONTEXT_PRESENCE_IDLE,false);
TelemetryManager->RecordPlayerSessionExit(pNetworkPlayer->GetUserIndex(), app.GetDisconnectReason());
}
#ifdef _XBOX
else
{
for(int idx = 0; idx < XUSER_MAX_COUNT; ++idx)
{
if(Minecraft::GetInstance()->localplayers[idx] != NULL)
{
TelemetryManager->RecordLevelStart(idx, eSen_FriendOrMatch_Playing_With_Invited_Friends, eSen_CompeteOrCoop_Coop_and_Competitive, Minecraft::GetInstance()->level->difficulty, app.GetLocalPlayerCount(), g_NetworkManager.GetOnlinePlayerCount());
}
}
}
#endif
}
void CGameNetworkManager::HostChanged()
{
// Disable host migration
app.SetAction(ProfileManager.GetPrimaryPad(),eAppAction_ExitWorld,(void *)TRUE);
}
void CGameNetworkManager::WriteStats( INetworkPlayer *pNetworkPlayer )
{
Minecraft::GetInstance()->forceStatsSave( pNetworkPlayer->GetUserIndex() );
}
void CGameNetworkManager::GameInviteReceived( int userIndex, const INVITE_INFO *pInviteInfo)
{
#ifdef __ORBIS__
if (m_pUpsell != NULL)
{
delete pInviteInfo;
return;
}
// Need to check we're signed in to PSN
bool isSignedInLive = true;
bool isLocalMultiplayerAvailable = app.IsLocalMultiplayerAvailable();
int iPadNotSignedInLive = -1;
for(unsigned int i = 0; i < XUSER_MAX_COUNT; i++)
{
if (ProfileManager.IsSignedIn(i) && (i == ProfileManager.GetPrimaryPad() || isLocalMultiplayerAvailable))
{
if (isSignedInLive && !ProfileManager.IsSignedInLive(i))
{
// Record the first non signed in live pad
iPadNotSignedInLive = i;
}
isSignedInLive = isSignedInLive && ProfileManager.IsSignedInLive(i);
}
}
if (!isSignedInLive)
{
// Determine why they're not "signed in live"
// Check if PSN is unavailable because of age restriction
int npAvailability = ProfileManager.getNPAvailability(iPadNotSignedInLive);
if (npAvailability == SCE_NP_ERROR_AGE_RESTRICTION)
{
// 4J Stu - This is a bit messy and is due to the library incorrectly returning false for IsSignedInLive if the npAvailability isn't SCE_OK
UINT uiIDA[1];
uiIDA[0]=IDS_OK;
ui.RequestErrorMessage(IDS_ONLINE_SERVICE_TITLE, IDS_CONTENT_RESTRICTION, uiIDA, 1, iPadNotSignedInLive);
}
else if (ProfileManager.isSignedInPSN(iPadNotSignedInLive))
{
// Signed in to PSN but not connected (no internet access)
assert(!ProfileManager.isConnectedToPSN(iPadNotSignedInLive));
UINT uiIDA[1];
uiIDA[0] = IDS_OK;
ui.RequestErrorMessage( IDS_ERROR_NETWORK_TITLE, IDS_ERROR_NETWORK, uiIDA, 1, iPadNotSignedInLive);
}
else
{
// Not signed in to PSN
UINT uiIDA[1];
uiIDA[0] = IDS_PRO_NOTONLINE_ACCEPT;
ui.RequestAlertMessage( IDS_PRO_NOTONLINE_TITLE, IDS_PRO_NOTONLINE_TEXT, uiIDA, 1, iPadNotSignedInLive, &CGameNetworkManager::MustSignInReturned_1, (void *)pInviteInfo);
}
return;
}
// if this is the trial game, we'll check and send the user to unlock the game later, in HandleInviteWhenInMenus
if(ProfileManager.IsFullVersion())
{
// 4J-JEV: Check that all players are authorised for PsPlus, present upsell to players that aren't and try again.
for (unsigned int index = 0; index < XUSER_MAX_COUNT; index++)
{
if ( ProfileManager.IsSignedIn(index)
&& !ProfileManager.HasPlayStationPlus(userIndex) )
{
m_pInviteInfo = (INVITE_INFO *) pInviteInfo;
m_iPlayerInvited = userIndex;
m_pUpsell = new PsPlusUpsellWrapper(index);
m_pUpsell->displayUpsell();
return;
}
}
}
#endif
int localUsersMask = 0;
Minecraft *pMinecraft = Minecraft::GetInstance();
int joiningUsers = 0;
bool noPrivileges = false;
for(unsigned int index = 0; index < XUSER_MAX_COUNT; ++index)
{
if(ProfileManager.IsSignedIn(index) )
{
// 4J-PB we shouldn't bring any inactive players into the game, except for the invited player (who may be an inactive player)
// 4J Stu - If we are not in a game, then bring in all players signed in
if(index==userIndex || pMinecraft->localplayers[index]!=NULL )
{
++joiningUsers;
if( !ProfileManager.AllowedToPlayMultiplayer(index) ) noPrivileges = true;
localUsersMask |= GetLocalPlayerMask( index );
}
}
}
// Check if user-created content is allowed, as we cannot play multiplayer if it's not
bool noUGC = false;
bool bContentRestricted=false;
BOOL pccAllowed = TRUE;
BOOL pccFriendsAllowed = TRUE;
#if defined(__PS3__) || defined(__PSVITA__)
ProfileManager.GetChatAndContentRestrictions(userIndex,false,&noUGC,&bContentRestricted,NULL);
#else
ProfileManager.AllowedPlayerCreatedContent(ProfileManager.GetPrimaryPad(),false,&pccAllowed,&pccFriendsAllowed);
if(!pccAllowed && !pccFriendsAllowed) noUGC = true;
#endif
#if defined(_XBOX) || defined(__PS3__)
if(joiningUsers > 1 && !RenderManager.IsHiDef() && userIndex != ProfileManager.GetPrimaryPad())
{
UINT uiIDA[1];
uiIDA[0]=IDS_CONFIRM_OK;
// 4J-PB - it's possible there is no primary pad here, when accepting an invite from the dashboard
ui.RequestErrorMessage( IDS_CONNECTION_FAILED, IDS_CONNECTION_FAILED_NO_SD_SPLITSCREEN, uiIDA,1,XUSER_INDEX_ANY);
}
else
#endif
if( noUGC )
{
#ifdef __PSVITA__
// showing the system message for chat restriction here instead now, to fix FQA bug report
ProfileManager.DisplaySystemMessage( SCE_MSG_DIALOG_SYSMSG_TYPE_TRC_PSN_CHAT_RESTRICTION, ProfileManager.GetPrimaryPad() );
#else
int messageText = IDS_NO_USER_CREATED_CONTENT_PRIVILEGE_SINGLE_LOCAL;
if(joiningUsers > 1) messageText = IDS_NO_USER_CREATED_CONTENT_PRIVILEGE_ALL_LOCAL;
ui.RequestUGCMessageBox(IDS_CONNECTION_FAILED, messageText, XUSER_INDEX_ANY);
#endif
}
#if defined(__PS3__) || defined __PSVITA__
else if(bContentRestricted)
{
int messageText = IDS_CONTENT_RESTRICTION;
if(joiningUsers > 1) messageText = IDS_CONTENT_RESTRICTION_MULTIPLAYER;
ui.RequestContentRestrictedMessageBox(IDS_CONNECTION_FAILED, messageText, XUSER_INDEX_ANY);
}
#endif
else if(noPrivileges)
{
UINT uiIDA[1];
uiIDA[0]=IDS_CONFIRM_OK;
// 4J-PB - it's possible there is no primary pad here, when accepting an invite from the dashboard
//StorageManager.RequestMessageBox( IDS_NO_MULTIPLAYER_PRIVILEGE_TITLE, IDS_NO_MULTIPLAYER_PRIVILEGE_JOIN_TEXT, uiIDA,1,ProfileManager.GetPrimaryPad(),NULL,NULL, app.GetStringTable());
ui.RequestErrorMessage( IDS_NO_MULTIPLAYER_PRIVILEGE_TITLE, IDS_NO_MULTIPLAYER_PRIVILEGE_JOIN_TEXT, uiIDA,1,XUSER_INDEX_ANY);
}
else
{
#if defined(__ORBIS__) || defined(__PSVITA__)
bool chatRestricted = false;
ProfileManager.GetChatAndContentRestrictions(ProfileManager.GetPrimaryPad(),false,&chatRestricted,NULL,NULL);
if(chatRestricted)
{
ProfileManager.DisplaySystemMessage( SCE_MSG_DIALOG_SYSMSG_TYPE_TRC_PSN_CHAT_RESTRICTION, ProfileManager.GetPrimaryPad() );
}
#endif
if( !g_NetworkManager.IsInSession() )
{
#if defined (__PS3__) || defined (__PSVITA__)
// PS3 is more complicated here - we need to make sure that the player is online. If they are then we can do the same as the xbox, if not we need to try and get them online and then, if they do sign in, go down the same path
// Determine why they're not "signed in live"
// MGH - On Vita we need to add a new message at some point for connecting when already signed in
if(ProfileManager.IsSignedInLive(ProfileManager.GetPrimaryPad()))
{
HandleInviteWhenInMenus(userIndex, pInviteInfo);
}
else
{
UINT uiIDA[2];
uiIDA[0]=IDS_PRO_NOTONLINE_ACCEPT;
uiIDA[1]=IDS_PRO_NOTONLINE_DECLINE;
ui.RequestErrorMessage(IDS_PRO_NOTONLINE_TITLE, IDS_PRO_NOTONLINE_TEXT, uiIDA, 2, ProfileManager.GetPrimaryPad(),&CGameNetworkManager::MustSignInReturned_1,(void *)pInviteInfo);
}
#else
HandleInviteWhenInMenus(userIndex, pInviteInfo);
#endif
}
else
{
app.DebugPrintf("We are already in a multiplayer game...need to leave it\n");
// JoinFromInviteData *joinData = new JoinFromInviteData();
// joinData->dwUserIndex = dwUserIndex;
// joinData->dwLocalUsersMask = dwLocalUsersMask;
// joinData->pInviteInfo = pInviteInfo;
// tell the app to process this
#ifdef __PSVITA__
if(((CPlatformNetworkManagerSony*)s_pPlatformNetworkManager)->checkValidInviteData(pInviteInfo))
#endif
{
app.ProcessInvite(userIndex,localUsersMask,pInviteInfo);
}
}
}
}
volatile bool waitHere = true;
void CGameNetworkManager::HandleInviteWhenInMenus( int userIndex, const INVITE_INFO *pInviteInfo)
{
// We are in the root menus somewhere
#if 0
while( waitHere )
{
Sleep(1);
}
#endif
// if this is the trial game, then we need the user to unlock the full game
if(!ProfileManager.IsFullVersion())
{
// The marketplace will fail with the primary player set to -1
ProfileManager.SetPrimaryPad(userIndex);
app.SetAction(userIndex,eAppAction_DashboardTrialJoinFromInvite);
}
else
{
#ifndef _XBOX_ONE
ProfileManager.SetPrimaryPad(userIndex);
#endif
// 4J Stu - If we accept an invite from the main menu before going to play game we need to load the DLC
// These checks are done within the StartInstallDLCProcess - (!app.DLCInstallProcessCompleted() && !app.DLCInstallPending()) app.StartInstallDLCProcess(dwUserIndex);
app.StartInstallDLCProcess(userIndex);
// 4J Stu - Fix for #10936 - MP Lab: TCR 001: Matchmaking: Player is stuck in a soft-locked state after selecting the guest account when prompted
// The locked profile should not be changed if we are in menus as the main player might sign out in the sign-in ui
//ProfileManager.SetLockedProfile(-1);
#ifdef _XBOX_ONE
if((!app.IsLocalMultiplayerAvailable())&&InputManager.IsPadLocked(userIndex))
#else
if(!app.IsLocalMultiplayerAvailable())
#endif
{
bool noPrivileges=!ProfileManager.AllowedToPlayMultiplayer(userIndex);
if(noPrivileges)
{
UINT uiIDA[1];
uiIDA[0]=IDS_CONFIRM_OK;
ui.RequestErrorMessage( IDS_NO_MULTIPLAYER_PRIVILEGE_TITLE, IDS_NO_MULTIPLAYER_PRIVILEGE_JOIN_TEXT, uiIDA,1,ProfileManager.GetPrimaryPad());
}
else
{
ProfileManager.SetLockedProfile(userIndex);
ProfileManager.SetPrimaryPad(userIndex);
int localUsersMask=0;
localUsersMask |= GetLocalPlayerMask( userIndex );
// If the player was signed in before selecting play, we'll not have read the profile yet, so query the sign-in status to get this to happen
ProfileManager.QuerySigninStatus();
// 4J-PB - clear any previous connection errors
Minecraft::GetInstance()->clearConnectionFailed();
g_NetworkManager.SetLocalGame(false);
// change the minecraft player name
Minecraft::GetInstance()->user->name = convStringToWstring( ProfileManager.GetGamertag(ProfileManager.GetPrimaryPad()));
bool success = g_NetworkManager.JoinGameFromInviteInfo( userIndex, localUsersMask, pInviteInfo );
if( !success )
{
app.DebugPrintf( "Failed joining game from invite\n" );
}
}
}
else
{
// the FromInvite will make the lib decide how many panes to display based on connected pads/signed in players
#ifdef _XBOX
ProfileManager.RequestSignInUI(true, false, false, false, false,&CGameNetworkManager::JoinFromInvite_SignInReturned, (LPVOID)pInviteInfo,userIndex);
#else
SignInInfo info;
info.Func = &CGameNetworkManager::JoinFromInvite_SignInReturned;
info.lpParam = (LPVOID)pInviteInfo;
info.requireOnline = true;
app.DebugPrintf("Using fullscreen layer\n");
ui.NavigateToScene(ProfileManager.GetPrimaryPad(),eUIScene_QuadrantSignin,&info,eUILayer_Alert,eUIGroup_Fullscreen);
#endif
}
}
}
void CGameNetworkManager::AddLocalPlayerFailed(int idx, bool serverFull/* = false*/)
{
Minecraft::GetInstance()->connectionDisconnected(idx, serverFull ? DisconnectPacket::eDisconnect_ServerFull : DisconnectPacket::eDisconnect_ConnectionCreationFailed);
}
#if defined __PS3__ || defined __PSVITA__ || defined __ORBIS__
void CGameNetworkManager::HandleDisconnect(bool bLostRoomOnly,bool bPSNSignout)
#else
void CGameNetworkManager::HandleDisconnect(bool bLostRoomOnly)
#endif
{
int iPrimaryPlayer = g_NetworkManager.GetPrimaryPad();
if((g_NetworkManager.GetLockedProfile()!=-1) && iPrimaryPlayer!=-1 && g_NetworkManager.IsInSession() )
{
m_bLastDisconnectWasLostRoomOnly = bLostRoomOnly;
#if defined __PS3__ || defined __PSVITA__ || defined __ORBIS__
m_bSignedOutofPSN=bPSNSignout;
#endif
app.SetAction(iPrimaryPlayer,eAppAction_EthernetDisconnected);
}
else
{
m_bLastDisconnectWasLostRoomOnly = false;
}
}
int CGameNetworkManager::GetPrimaryPad()
{
return ProfileManager.GetPrimaryPad();
}
int CGameNetworkManager::GetLockedProfile()
{
return ProfileManager.GetLockedProfile();
}
bool CGameNetworkManager::IsSignedInLive(int playerIdx)
{
return ProfileManager.IsSignedInLive(playerIdx);
}
bool CGameNetworkManager::AllowedToPlayMultiplayer(int playerIdx)
{
return ProfileManager.AllowedToPlayMultiplayer(playerIdx);
}
const char *CGameNetworkManager::GetOnlineName(int playerIdx)
{
return ProfileManager.GetGamertag(playerIdx);
}
void CGameNetworkManager::ServerReadyCreate(bool create)
{
m_hServerReadyEvent = ( create ? ( new C4JThread::Event ) : NULL );
}
void CGameNetworkManager::ServerReady()
{
m_hServerReadyEvent->Set();
}
void CGameNetworkManager::ServerReadyWait()
{
m_hServerReadyEvent->WaitForSignal(INFINITE);
}
void CGameNetworkManager::ServerReadyDestroy()
{
delete m_hServerReadyEvent;
m_hServerReadyEvent = NULL;
}
bool CGameNetworkManager::ServerReadyValid()
{
return ( m_hServerReadyEvent != NULL );
}
void CGameNetworkManager::ServerStoppedCreate(bool create)
{
m_hServerStoppedEvent = ( create ? ( new C4JThread::Event ) : NULL );
}
void CGameNetworkManager::ServerStopped()
{
m_hServerStoppedEvent->Set();
}
void CGameNetworkManager::ServerStoppedWait()
{
// If this is called from the main thread, then this won't be ticking anything which can mean that the storage manager state can't progress.
// This means that the server thread we are waiting on won't ever finish, as it might be locked waiting for this to complete itself.
// Do some ticking here then if this is the case.
if( C4JThread::isMainThread() )
{
int result = WAIT_TIMEOUT;
do
{
#ifndef _XBOX
RenderManager.StartFrame();
#endif
result = m_hServerStoppedEvent->WaitForSignal(20);
// Tick some simple things
ProfileManager.Tick();
StorageManager.Tick();
InputManager.Tick();
RenderManager.Tick();
ui.tick();
ui.render();
RenderManager.Present();
} while( result == WAIT_TIMEOUT );
}
else
{
m_hServerStoppedEvent->WaitForSignal(INFINITE);
}
}
void CGameNetworkManager::ServerStoppedDestroy()
{
delete m_hServerStoppedEvent;
m_hServerStoppedEvent = NULL;
}
bool CGameNetworkManager::ServerStoppedValid()
{
return ( m_hServerStoppedEvent != NULL );
}
int CGameNetworkManager::GetJoiningReadyPercentage()
{
return s_pPlatformNetworkManager->GetJoiningReadyPercentage();
}
#ifndef _XBOX
void CGameNetworkManager::FakeLocalPlayerJoined()
{
s_pPlatformNetworkManager->FakeLocalPlayerJoined();
}
#endif
#ifdef __PSVITA__
bool CGameNetworkManager::usingAdhocMode()
{
return ((CPlatformNetworkManagerSony*)s_pPlatformNetworkManager)->usingAdhocMode();
}
void CGameNetworkManager::setAdhocMode(bool bAdhoc)
{
((CPlatformNetworkManagerSony*)s_pPlatformNetworkManager)->setAdhocMode(bAdhoc);
}
void CGameNetworkManager::startAdhocMatching()
{
((CPlatformNetworkManagerSony*)s_pPlatformNetworkManager)->startAdhocMatching();
}
#endif