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the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
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24 kB · 865 lines
C++
at main
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CPlatformNetworkManagerStub *g_pPlatformNetworkManager;
void CPlatformNetworkManagerStub::NotifyPlayerJoined(IQNetPlayer *pQNetPlayer ){ const char * pszDescription;
// 4J Stu - We create a fake socket for every where that we need an INBOUND queue of game data. Outbound // is all handled by QNet so we don't need that. Therefore each client player has one, and the host has one // for each client player. bool createFakeSocket = false; bool localPlayer = false;
NetworkPlayerXbox *networkPlayer = (NetworkPlayerXbox *)addNetworkPlayer(pQNetPlayer);
if( pQNetPlayer->IsLocal() ) { localPlayer = true; if( pQNetPlayer->IsHost() ) { pszDescription = "local host"; // 4J Stu - No socket for the localhost as it uses a special loopback queue
m_machineQNetPrimaryPlayers.push_back( pQNetPlayer ); } else { pszDescription = "local";
// We need an inbound queue on all local players to receive data from the host createFakeSocket = true; } } else { if( pQNetPlayer->IsHost() ) { pszDescription = "remote host"; } else { pszDescription = "remote";
// If we are the host, then create a fake socket for every remote player if( m_pIQNet->IsHost() ) { createFakeSocket = true; } }
if( m_pIQNet->IsHost() && !m_bHostChanged ) { // Do we already have a primary player for this system? bool systemHasPrimaryPlayer = false; for(AUTO_VAR(it, m_machineQNetPrimaryPlayers.begin()); it < m_machineQNetPrimaryPlayers.end(); ++it) { IQNetPlayer *pQNetPrimaryPlayer = *it; if( pQNetPlayer->IsSameSystem(pQNetPrimaryPlayer) ) { systemHasPrimaryPlayer = true; break; } } if( !systemHasPrimaryPlayer ) m_machineQNetPrimaryPlayers.push_back( pQNetPlayer ); } } g_NetworkManager.PlayerJoining( networkPlayer ); if( createFakeSocket == true && !m_bHostChanged ) { g_NetworkManager.CreateSocket( networkPlayer, localPlayer ); }
app.DebugPrintf( "Player 0x%p \"%ls\" joined; %s; voice %i; camera %i.\n", pQNetPlayer, pQNetPlayer->GetGamertag(), pszDescription, (int) pQNetPlayer->HasVoice(), (int) pQNetPlayer->HasCamera() );
if( m_pIQNet->IsHost() ) { // 4J-PB - only the host should do this// g_NetworkManager.UpdateAndSetGameSessionData(); SystemFlagAddPlayer( networkPlayer ); } for( int idx = 0; idx < XUSER_MAX_COUNT; ++idx) { if(playerChangedCallback[idx] != NULL) playerChangedCallback[idx]( playerChangedCallbackParam[idx], networkPlayer, false ); }
if(m_pIQNet->GetState() == QNET_STATE_GAME_PLAY) { int localPlayerCount = 0; for(unsigned int idx = 0; idx < XUSER_MAX_COUNT; ++idx) { if( m_pIQNet->GetLocalPlayerByUserIndex(idx) != NULL ) ++localPlayerCount; }
float appTime = app.getAppTime();
// Only record stats for the primary player here m_lastPlayerEventTimeStart = appTime; }}
void CPlatformNetworkManagerStub::NotifyPlayerLeaving(IQNetPlayer* pQNetPlayer){ app.DebugPrintf("Player 0x%p \"%ls\" leaving.\n", pQNetPlayer, pQNetPlayer->GetGamertag());
INetworkPlayer* networkPlayer = getNetworkPlayer(pQNetPlayer); if (networkPlayer == NULL) return;
Socket* socket = networkPlayer->GetSocket(); if (socket != NULL) { if (m_pIQNet->IsHost()) g_NetworkManager.CloseConnection(networkPlayer); }
if (m_pIQNet->IsHost()) { SystemFlagRemovePlayer(networkPlayer); }
g_NetworkManager.PlayerLeaving(networkPlayer);
for (int idx = 0; idx < XUSER_MAX_COUNT; ++idx) { if (playerChangedCallback[idx] != NULL) playerChangedCallback[idx](playerChangedCallbackParam[idx], networkPlayer, true); }
removeNetworkPlayer(pQNetPlayer);}
bool CPlatformNetworkManagerStub::Initialise(CGameNetworkManager *pGameNetworkManager, int flagIndexSize){ m_pGameNetworkManager = pGameNetworkManager; m_flagIndexSize = flagIndexSize; m_pIQNet = new IQNet(); g_pPlatformNetworkManager = this; for( int i = 0; i < XUSER_MAX_COUNT; i++ ) { playerChangedCallback[ i ] = NULL; } m_bLeavingGame = false; m_bLeaveGameOnTick = false; m_bHostChanged = false;
m_bSearchResultsReady = false; m_bSearchPending = false;
m_bIsOfflineGame = false; m_pSearchParam = NULL; m_SessionsUpdatedCallback = NULL;
for(unsigned int i = 0; i < XUSER_MAX_COUNT; ++i) { m_searchResultsCount[i] = 0; m_lastSearchStartTime[i] = 0;
// The results that will be filled in with the current search m_pSearchResults[i] = NULL; m_pQoSResult[i] = NULL; m_pCurrentSearchResults[i] = NULL; m_pCurrentQoSResult[i] = NULL; m_currentSearchResultsCount[i] = 0; }
// Success! return true;}
void CPlatformNetworkManagerStub::Terminate(){}
int CPlatformNetworkManagerStub::GetJoiningReadyPercentage(){ return 100;}
int CPlatformNetworkManagerStub::CorrectErrorIDS(int IDS){ return IDS;}
bool CPlatformNetworkManagerStub::isSystemPrimaryPlayer(IQNetPlayer *pQNetPlayer){ return true;}
// We call this twice a frame, either side of the render call so is a good place to "tick" thingsvoid CPlatformNetworkManagerStub::DoWork(){#ifdef _WINDOWS64 extern QNET_STATE _iQNetStubState; if (_iQNetStubState == QNET_STATE_SESSION_STARTING && app.GetGameStarted()) { _iQNetStubState = QNET_STATE_GAME_PLAY; if (m_pIQNet->IsHost()) WinsockNetLayer::UpdateAdvertiseJoinable(true); } if (_iQNetStubState == QNET_STATE_IDLE) TickSearch(); if (_iQNetStubState == QNET_STATE_GAME_PLAY && m_pIQNet->IsHost()) { BYTE disconnectedSmallId; while (WinsockNetLayer::PopDisconnectedSmallId(&disconnectedSmallId)) { IQNetPlayer* qnetPlayer = m_pIQNet->GetPlayerBySmallId(disconnectedSmallId); if (qnetPlayer != NULL && qnetPlayer->m_smallId == disconnectedSmallId) { NotifyPlayerLeaving(qnetPlayer); qnetPlayer->m_smallId = 0; qnetPlayer->m_isRemote = false; qnetPlayer->m_isHostPlayer = false; qnetPlayer->m_gamertag[0] = 0; qnetPlayer->SetCustomDataValue(0); WinsockNetLayer::PushFreeSmallId(disconnectedSmallId); if (IQNet::s_playerCount > 1) IQNet::s_playerCount--; } } }#endif}
int CPlatformNetworkManagerStub::GetPlayerCount(){ return m_pIQNet->GetPlayerCount();}
bool CPlatformNetworkManagerStub::ShouldMessageForFullSession(){ return false;}
int CPlatformNetworkManagerStub::GetOnlinePlayerCount(){ return 1;}
int CPlatformNetworkManagerStub::GetLocalPlayerMask(int playerIndex){ return 1 << playerIndex;}
bool CPlatformNetworkManagerStub::AddLocalPlayerByUserIndex( int userIndex ){ NotifyPlayerJoined(m_pIQNet->GetLocalPlayerByUserIndex(userIndex)); return ( m_pIQNet->AddLocalPlayerByUserIndex(userIndex) == S_OK );}
bool CPlatformNetworkManagerStub::RemoveLocalPlayerByUserIndex( int userIndex ){ return true;}
bool CPlatformNetworkManagerStub::IsInStatsEnabledSession(){ return true;}
bool CPlatformNetworkManagerStub::SessionHasSpace(unsigned int spaceRequired /*= 1*/){ return true;}
void CPlatformNetworkManagerStub::SendInviteGUI(int quadrant){}
bool CPlatformNetworkManagerStub::IsAddingPlayer(){ return false;}
bool CPlatformNetworkManagerStub::LeaveGame(bool bMigrateHost){ if( m_bLeavingGame ) return true;
m_bLeavingGame = true;
#ifdef _WINDOWS64 WinsockNetLayer::StopAdvertising();#endif
// If we are the host wait for the game server to end if(m_pIQNet->IsHost() && g_NetworkManager.ServerStoppedValid()) { m_pIQNet->EndGame(); g_NetworkManager.ServerStoppedWait(); g_NetworkManager.ServerStoppedDestroy(); } else { m_pIQNet->EndGame(); }
for (AUTO_VAR(it, currentNetworkPlayers.begin()); it != currentNetworkPlayers.end(); it++) delete* it; currentNetworkPlayers.clear(); m_machineQNetPrimaryPlayers.clear(); SystemFlagReset();
#ifdef _WINDOWS64 WinsockNetLayer::Shutdown(); WinsockNetLayer::Initialize();#endif
return true;}
bool CPlatformNetworkManagerStub::_LeaveGame(bool bMigrateHost, bool bLeaveRoom){ return true;}
void CPlatformNetworkManagerStub::HostGame(int localUsersMask, bool bOnlineGame, bool bIsPrivate, unsigned char publicSlots /*= MINECRAFT_NET_MAX_PLAYERS*/, unsigned char privateSlots /*= 0*/){// #ifdef _XBOX // 4J Stu - We probably did this earlier as well, but just to be sure! SetLocalGame( !bOnlineGame ); SetPrivateGame( bIsPrivate ); SystemFlagReset();
// Make sure that the Primary Pad is in by default localUsersMask |= GetLocalPlayerMask( g_NetworkManager.GetPrimaryPad() );
m_bLeavingGame = false;
m_pIQNet->HostGame();
#ifdef _WINDOWS64 IQNet::m_player[0].m_smallId = 0; IQNet::m_player[0].m_isRemote = false; IQNet::m_player[0].m_isHostPlayer = true; IQNet::s_playerCount = 1;#endif
_HostGame( localUsersMask, publicSlots, privateSlots );
#ifdef _WINDOWS64 int port = WIN64_NET_DEFAULT_PORT; if (!WinsockNetLayer::IsActive()) WinsockNetLayer::HostGame(port);
const wchar_t* hostName = IQNet::m_player[0].m_gamertag; unsigned int settings = app.GetGameHostOption(eGameHostOption_All); WinsockNetLayer::StartAdvertising(port, hostName, settings, 0, 0, MINECRAFT_NET_VERSION);#endif//#endif}
void CPlatformNetworkManagerStub::_HostGame(int usersMask, unsigned char publicSlots /*= MINECRAFT_NET_MAX_PLAYERS*/, unsigned char privateSlots /*= 0*/){}
bool CPlatformNetworkManagerStub::_StartGame(){ return true;}
int CPlatformNetworkManagerStub::JoinGame(FriendSessionInfo* searchResult, int localUsersMask, int primaryUserIndex){#ifdef _WINDOWS64 if (searchResult == NULL) return CGameNetworkManager::JOINGAME_FAIL_GENERAL;
const char* hostIP = searchResult->data.hostIP; int hostPort = searchResult->data.hostPort;
if (hostPort <= 0 || hostIP[0] == 0) return CGameNetworkManager::JOINGAME_FAIL_GENERAL;
m_bLeavingGame = false; IQNet::s_isHosting = false; m_pIQNet->ClientJoinGame();
IQNet::m_player[0].m_smallId = 0; IQNet::m_player[0].m_isRemote = true; IQNet::m_player[0].m_isHostPlayer = true; wcsncpy_s(IQNet::m_player[0].m_gamertag, 32, searchResult->data.hostName, _TRUNCATE);
WinsockNetLayer::StopDiscovery();
if (!WinsockNetLayer::JoinGame(hostIP, hostPort)) { app.DebugPrintf("Win64 LAN: Failed to connect to %s:%d\n", hostIP, hostPort); return CGameNetworkManager::JOINGAME_FAIL_GENERAL; }
BYTE localSmallId = WinsockNetLayer::GetLocalSmallId();
IQNet::m_player[localSmallId].m_smallId = localSmallId; IQNet::m_player[localSmallId].m_isRemote = false; IQNet::m_player[localSmallId].m_isHostPlayer = false;
Minecraft* pMinecraft = Minecraft::GetInstance(); wcscpy_s(IQNet::m_player[localSmallId].m_gamertag, 32, pMinecraft->user->name.c_str()); IQNet::s_playerCount = localSmallId + 1;
NotifyPlayerJoined(&IQNet::m_player[0]); NotifyPlayerJoined(&IQNet::m_player[localSmallId]);
m_pGameNetworkManager->StateChange_AnyToStarting();
return CGameNetworkManager::JOINGAME_SUCCESS;#else return CGameNetworkManager::JOINGAME_SUCCESS;#endif}
bool CPlatformNetworkManagerStub::SetLocalGame(bool isLocal){ m_bIsOfflineGame = isLocal;
return true;}
void CPlatformNetworkManagerStub::SetPrivateGame(bool isPrivate){ app.DebugPrintf("Setting as private game: %s\n", isPrivate ? "yes" : "no" ); m_bIsPrivateGame = isPrivate;}
void CPlatformNetworkManagerStub::RegisterPlayerChangedCallback(int iPad, void (*callback)(void *callbackParam, INetworkPlayer *pPlayer, bool leaving), void *callbackParam){ playerChangedCallback[iPad] = callback; playerChangedCallbackParam[iPad] = callbackParam;}
void CPlatformNetworkManagerStub::UnRegisterPlayerChangedCallback(int iPad, void (*callback)(void *callbackParam, INetworkPlayer *pPlayer, bool leaving), void *callbackParam){ if(playerChangedCallbackParam[iPad] == callbackParam) { playerChangedCallback[iPad] = NULL; playerChangedCallbackParam[iPad] = NULL; }}
void CPlatformNetworkManagerStub::HandleSignInChange(){ return; }
bool CPlatformNetworkManagerStub::_RunNetworkGame(){#ifdef _WINDOWS64 extern QNET_STATE _iQNetStubState; _iQNetStubState = QNET_STATE_GAME_PLAY;
for (DWORD i = 0; i < IQNet::s_playerCount; i++) { if (IQNet::m_player[i].m_isRemote) { INetworkPlayer* pNetworkPlayer = getNetworkPlayer(&IQNet::m_player[i]); if (pNetworkPlayer != NULL && pNetworkPlayer->GetSocket() != NULL) { Socket::addIncomingSocket(pNetworkPlayer->GetSocket()); } } }#endif return true;}
void CPlatformNetworkManagerStub::UpdateAndSetGameSessionData(INetworkPlayer *pNetworkPlayerLeaving /*= NULL*/){// DWORD playerCount = m_pIQNet->GetPlayerCount();// // if( this->m_bLeavingGame )// return;// // if( GetHostPlayer() == NULL )// return;// // for(unsigned int i = 0; i < MINECRAFT_NET_MAX_PLAYERS; ++i)// {// if( i < playerCount )// {// INetworkPlayer *pNetworkPlayer = GetPlayerByIndex(i);// // // We can call this from NotifyPlayerLeaving but at that point the player is still considered in the session// if( pNetworkPlayer != pNetworkPlayerLeaving )// {// m_hostGameSessionData.players[i] = ((NetworkPlayerXbox *)pNetworkPlayer)->GetUID();// // char *temp;// temp = (char *)wstringtofilename( pNetworkPlayer->GetOnlineName() );// memcpy(m_hostGameSessionData.szPlayers[i],temp,XUSER_NAME_SIZE);// }// else// {// m_hostGameSessionData.players[i] = NULL;// memset(m_hostGameSessionData.szPlayers[i],0,XUSER_NAME_SIZE);// }// }// else// {// m_hostGameSessionData.players[i] = NULL;// memset(m_hostGameSessionData.szPlayers[i],0,XUSER_NAME_SIZE);// }// }// // m_hostGameSessionData.hostPlayerUID = ((NetworkPlayerXbox *)GetHostPlayer())->GetQNetPlayer()->GetXuid();// m_hostGameSessionData.m_uiGameHostSettings = app.GetGameHostOption(eGameHostOption_All);}
int CPlatformNetworkManagerStub::RemovePlayerOnSocketClosedThreadProc( void* lpParam ){ INetworkPlayer *pNetworkPlayer = (INetworkPlayer *)lpParam;
Socket *socket = pNetworkPlayer->GetSocket();
if( socket != NULL ) { //printf("Waiting for socket closed event\n"); socket->m_socketClosedEvent->WaitForSignal(INFINITE);
//printf("Socket closed event has fired\n"); // 4J Stu - Clear our reference to this socket pNetworkPlayer->SetSocket( NULL ); delete socket; }
return g_pPlatformNetworkManager->RemoveLocalPlayer( pNetworkPlayer );}
bool CPlatformNetworkManagerStub::RemoveLocalPlayer( INetworkPlayer *pNetworkPlayer ){ return true;}
CPlatformNetworkManagerStub::PlayerFlags::PlayerFlags(INetworkPlayer *pNetworkPlayer, unsigned int count){ // 4J Stu - Don't assert, just make it a multiple of 8! This count is calculated from a load of separate values, // and makes tweaking world/render sizes a pain if we hit an assert here count = (count + 8 - 1) & ~(8 - 1); //assert( ( count % 8 ) == 0 ); this->m_pNetworkPlayer = pNetworkPlayer; this->flags = new unsigned char [ count / 8 ]; memset( this->flags, 0, count / 8 ); this->count = count;}CPlatformNetworkManagerStub::PlayerFlags::~PlayerFlags(){ delete [] flags;}
// Add a player to the per system flag storage - if we've already got a player from that system, copy its flags overvoid CPlatformNetworkManagerStub::SystemFlagAddPlayer(INetworkPlayer *pNetworkPlayer){ PlayerFlags *newPlayerFlags = new PlayerFlags( pNetworkPlayer, m_flagIndexSize); // If any of our existing players are on the same system, then copy over flags from that one for( unsigned int i = 0; i < m_playerFlags.size(); i++ ) { if( pNetworkPlayer->IsSameSystem(m_playerFlags[i]->m_pNetworkPlayer) ) { memcpy( newPlayerFlags->flags, m_playerFlags[i]->flags, m_playerFlags[i]->count / 8 ); break; } } m_playerFlags.push_back(newPlayerFlags);}
// Remove a player from the per system flag storage - just maintains the m_playerFlags vector without any gaps in itvoid CPlatformNetworkManagerStub::SystemFlagRemovePlayer(INetworkPlayer *pNetworkPlayer){ for( unsigned int i = 0; i < m_playerFlags.size(); i++ ) { if( m_playerFlags[i]->m_pNetworkPlayer == pNetworkPlayer ) { delete m_playerFlags[i]; m_playerFlags[i] = m_playerFlags.back(); m_playerFlags.pop_back(); return; } }}
void CPlatformNetworkManagerStub::SystemFlagReset(){ for( unsigned int i = 0; i < m_playerFlags.size(); i++ ) { delete m_playerFlags[i]; } m_playerFlags.clear();}
// Set a per system flag - this is done by setting the flag on every player that shares that systemvoid CPlatformNetworkManagerStub::SystemFlagSet(INetworkPlayer *pNetworkPlayer, int index){ if( ( index < 0 ) || ( index >= m_flagIndexSize ) ) return; if( pNetworkPlayer == NULL ) return;
for( unsigned int i = 0; i < m_playerFlags.size(); i++ ) { if( pNetworkPlayer->IsSameSystem(m_playerFlags[i]->m_pNetworkPlayer) ) { m_playerFlags[i]->flags[ index / 8 ] |= ( 128 >> ( index % 8 ) ); } }}
// Get value of a per system flag - can be read from the flags of the passed in player as anything else sent to that// system should also have been duplicated herebool CPlatformNetworkManagerStub::SystemFlagGet(INetworkPlayer *pNetworkPlayer, int index){ if( ( index < 0 ) || ( index >= m_flagIndexSize ) ) return false; if( pNetworkPlayer == NULL ) { return false; }
for( unsigned int i = 0; i < m_playerFlags.size(); i++ ) { if( m_playerFlags[i]->m_pNetworkPlayer == pNetworkPlayer ) { return ( ( m_playerFlags[i]->flags[ index / 8 ] & ( 128 >> ( index % 8 ) ) ) != 0 ); } } return false;}
wstring CPlatformNetworkManagerStub::GatherStats(){ return L"";}
wstring CPlatformNetworkManagerStub::GatherRTTStats(){ wstring stats(L"Rtt: ");
wchar_t stat[32];
for(unsigned int i = 0; i < GetPlayerCount(); ++i) { IQNetPlayer *pQNetPlayer = ((NetworkPlayerXbox *)GetPlayerByIndex( i ))->GetQNetPlayer();
if(!pQNetPlayer->IsLocal()) { ZeroMemory(stat,32*sizeof(WCHAR)); swprintf(stat, 32, L"%d: %d/", i, pQNetPlayer->GetCurrentRtt() ); stats.append(stat); } } return stats;}
void CPlatformNetworkManagerStub::TickSearch(){#ifdef _WINDOWS64 if (m_SessionsUpdatedCallback == NULL) return;
static DWORD lastSearchTime = 0; DWORD now = GetTickCount(); if (now - lastSearchTime < 2000) return; lastSearchTime = now;
SearchForGames();#endif}
void CPlatformNetworkManagerStub::SearchForGames(){#ifdef _WINDOWS64 std::vector<Win64LANSession> lanSessions = WinsockNetLayer::GetDiscoveredSessions();
for (size_t i = 0; i < friendsSessions[0].size(); i++) delete friendsSessions[0][i]; friendsSessions[0].clear();
for (size_t i = 0; i < lanSessions.size(); i++) { FriendSessionInfo* info = new FriendSessionInfo(); size_t nameLen = wcslen(lanSessions[i].hostName); info->displayLabel = new wchar_t[nameLen + 1]; wcscpy_s(info->displayLabel, nameLen + 1, lanSessions[i].hostName); info->displayLabelLength = (unsigned char)nameLen; info->displayLabelViewableStartIndex = 0;
info->data.netVersion = lanSessions[i].netVersion; info->data.m_uiGameHostSettings = lanSessions[i].gameHostSettings; info->data.texturePackParentId = lanSessions[i].texturePackParentId; info->data.subTexturePackId = lanSessions[i].subTexturePackId; info->data.isReadyToJoin = lanSessions[i].isJoinable; info->data.isJoinable = lanSessions[i].isJoinable; strncpy_s(info->data.hostIP, sizeof(info->data.hostIP), lanSessions[i].hostIP, _TRUNCATE); info->data.hostPort = lanSessions[i].hostPort; wcsncpy_s(info->data.hostName, XUSER_NAME_SIZE, lanSessions[i].hostName, _TRUNCATE); info->data.playerCount = lanSessions[i].playerCount; info->data.maxPlayers = lanSessions[i].maxPlayers;
info->sessionId = (SessionID)((unsigned __int64)inet_addr(lanSessions[i].hostIP) | ((unsigned __int64)lanSessions[i].hostPort << 32));
friendsSessions[0].push_back(info); }
m_searchResultsCount[0] = (int)friendsSessions[0].size();
if (m_SessionsUpdatedCallback != NULL) m_SessionsUpdatedCallback(m_pSearchParam);#endif}
int CPlatformNetworkManagerStub::SearchForGamesThreadProc( void* lpParameter ){ return 0;}
void CPlatformNetworkManagerStub::SetSearchResultsReady(int resultCount){ m_bSearchResultsReady = true; m_searchResultsCount[m_lastSearchPad] = resultCount;}
vector<FriendSessionInfo *> *CPlatformNetworkManagerStub::GetSessionList(int iPad, int localPlayers, bool partyOnly){ vector<FriendSessionInfo*>* filteredList = new vector<FriendSessionInfo*>(); for (size_t i = 0; i < friendsSessions[0].size(); i++) filteredList->push_back(friendsSessions[0][i]); return filteredList;}
bool CPlatformNetworkManagerStub::GetGameSessionInfo(int iPad, SessionID sessionId, FriendSessionInfo *foundSessionInfo){ return false;}
void CPlatformNetworkManagerStub::SetSessionsUpdatedCallback( void (*SessionsUpdatedCallback)(LPVOID pParam), LPVOID pSearchParam ){ m_SessionsUpdatedCallback = SessionsUpdatedCallback; m_pSearchParam = pSearchParam;}
void CPlatformNetworkManagerStub::GetFullFriendSessionInfo( FriendSessionInfo *foundSession, void (* FriendSessionUpdatedFn)(bool success, void *pParam), void *pParam ){ FriendSessionUpdatedFn(true, pParam);}
void CPlatformNetworkManagerStub::ForceFriendsSessionRefresh(){ app.DebugPrintf("Resetting friends session search data\n"); for(unsigned int i = 0; i < XUSER_MAX_COUNT; ++i) { m_searchResultsCount[i] = 0; m_lastSearchStartTime[i] = 0; delete m_pSearchResults[i]; m_pSearchResults[i] = NULL; }}
INetworkPlayer *CPlatformNetworkManagerStub::addNetworkPlayer(IQNetPlayer *pQNetPlayer){ NetworkPlayerXbox *pNetworkPlayer = new NetworkPlayerXbox(pQNetPlayer); pQNetPlayer->SetCustomDataValue((ULONG_PTR)pNetworkPlayer); currentNetworkPlayers.push_back( pNetworkPlayer ); return pNetworkPlayer;}
void CPlatformNetworkManagerStub::removeNetworkPlayer(IQNetPlayer *pQNetPlayer){ INetworkPlayer *pNetworkPlayer = getNetworkPlayer(pQNetPlayer); for( AUTO_VAR(it, currentNetworkPlayers.begin()); it != currentNetworkPlayers.end(); it++ ) { if( *it == pNetworkPlayer ) { currentNetworkPlayers.erase(it); return; } }}
INetworkPlayer *CPlatformNetworkManagerStub::getNetworkPlayer(IQNetPlayer *pQNetPlayer){ return pQNetPlayer ? (INetworkPlayer *)(pQNetPlayer->GetCustomDataValue()) : NULL;}
INetworkPlayer *CPlatformNetworkManagerStub::GetLocalPlayerByUserIndex(int userIndex ){ return getNetworkPlayer(m_pIQNet->GetLocalPlayerByUserIndex(userIndex)); }
INetworkPlayer *CPlatformNetworkManagerStub::GetPlayerByIndex(int playerIndex){ return getNetworkPlayer(m_pIQNet->GetPlayerByIndex(playerIndex));}
INetworkPlayer * CPlatformNetworkManagerStub::GetPlayerByXuid(PlayerUID xuid){ return getNetworkPlayer( m_pIQNet->GetPlayerByXuid(xuid)) ;}
INetworkPlayer * CPlatformNetworkManagerStub::GetPlayerBySmallId(unsigned char smallId){ return getNetworkPlayer(m_pIQNet->GetPlayerBySmallId(smallId));}
INetworkPlayer *CPlatformNetworkManagerStub::GetHostPlayer(){ return getNetworkPlayer(m_pIQNet->GetHostPlayer());}
bool CPlatformNetworkManagerStub::IsHost(){ return m_pIQNet->IsHost() && !m_bHostChanged;}
bool CPlatformNetworkManagerStub::JoinGameFromInviteInfo( int userIndex, int userMask, const INVITE_INFO *pInviteInfo){ return ( m_pIQNet->JoinGameFromInviteInfo( userIndex, userMask, pInviteInfo ) == S_OK);}
void CPlatformNetworkManagerStub::SetSessionTexturePackParentId( int id ){ m_hostGameSessionData.texturePackParentId = id;}
void CPlatformNetworkManagerStub::SetSessionSubTexturePackId( int id ){ m_hostGameSessionData.subTexturePackId = id;}
void CPlatformNetworkManagerStub::Notify(int ID, ULONG_PTR Param){}
bool CPlatformNetworkManagerStub::IsInSession(){ return m_pIQNet->GetState() != QNET_STATE_IDLE;}
bool CPlatformNetworkManagerStub::IsInGameplay(){ return m_pIQNet->GetState() == QNET_STATE_GAME_PLAY;}
bool CPlatformNetworkManagerStub::IsReadyToPlayOrIdle(){ return true;}