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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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45 kB · 1462 lines
C++
at main
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CPlatformNetworkManagerSony *g_pPlatformNetworkManager;
bool CPlatformNetworkManagerSony::IsLocalGame() { return m_bIsOfflineGame; }bool CPlatformNetworkManagerSony::IsPrivateGame() { return m_bIsPrivateGame; }bool CPlatformNetworkManagerSony::IsLeavingGame() { return m_bLeavingGame; }void CPlatformNetworkManagerSony::ResetLeavingGame() { m_bLeavingGame = false; }
void CPlatformNetworkManagerSony::HandleStateChange(SQRNetworkManager::eSQRNetworkManagerState oldState, SQRNetworkManager::eSQRNetworkManagerState newState, bool idleReasonIsSessionFull){ static const char * c_apszStateNames[] = { "SNM_STATE_INITIALISING", "SNM_STATE_INITIALISE_FAILED", "SNM_STATE_IDLE", "SNM_STATE_HOSTING", "SNM_STATE_JOINING", "SNM_STATE_STARTING", "SNM_STATE_PLAYING", "SNM_STATE_LEAVING", "SNM_STATE_ENDING", };
app.DebugPrintf( "Network State: %s ==> %s\n", c_apszStateNames[ oldState ], c_apszStateNames[ newState ] );
if( newState == SQRNetworkManager::SNM_STATE_HOSTING ) { m_bLeavingGame = false; m_bLeaveGameOnTick = false; m_bHostChanged = false; g_NetworkManager.StateChange_AnyToHosting(); } else if( newState == SQRNetworkManager::SNM_STATE_JOINING ) { // 4J Stu - We may be accepting an invite from the DLC menu, so hide the icon#if defined __ORBIS__ || defined __PSVITA__ app.GetCommerce()->HidePsStoreIcon();#endif m_bLeavingGame = false; m_bLeaveGameOnTick = false; m_bHostChanged = false; g_NetworkManager.StateChange_AnyToJoining(); } else if( newState == SQRNetworkManager::SNM_STATE_IDLE && oldState == SQRNetworkManager::SNM_STATE_JOINING ) { if( idleReasonIsSessionFull ) { g_NetworkManager.StateChange_JoiningToIdle(JOIN_FAILED_SERVER_FULL); } else { g_NetworkManager.StateChange_JoiningToIdle(JOIN_FAILED_NONSPECIFIC); } } else if( newState == SQRNetworkManager::SNM_STATE_IDLE && oldState == SQRNetworkManager::SNM_STATE_HOSTING ) { m_bLeavingGame = true; } else if( newState == SQRNetworkManager::SNM_STATE_STARTING ) { m_lastPlayerEventTimeStart = app.getAppTime();
g_NetworkManager.StateChange_AnyToStarting(); } // Fix for #93148 - TCR 001: BAS Game Stability: Title will crash for the multiplayer client if host of the game will exit during the clients loading to created world. // 4J Stu - If the client joins just as the host is exiting, then they can skip to leaving without passing through ending else if( newState == SQRNetworkManager::SNM_STATE_ENDING ) { g_NetworkManager.StateChange_AnyToEnding( oldState == SQRNetworkManager::SNM_STATE_PLAYING );
// 4J-PB - Only the host can leave here - the clients will hang if m_bLeavingGame is set to true here if( m_pSQRNet->IsHost() ) { m_bLeavingGame = true; } }
if( newState == SQRNetworkManager::SNM_STATE_IDLE ) { // On PS3, sometimes we're getting a SNM_STATE_ENDING transition to SNM_STATE_IDLE on joining, because the server context being deleted sets the state away from SNM_STATE_JOINING before we detect // the cause for the disconnection. This means we don't pick up on the joining->idle transition. Set disconnection reason here too for this case. if( idleReasonIsSessionFull ) { app.SetDisconnectReason( DisconnectPacket::eDisconnect_ServerFull ); } g_NetworkManager.StateChange_AnyToIdle(); }}
void CPlatformNetworkManagerSony::HandleDataReceived(SQRNetworkPlayer *playerFrom, SQRNetworkPlayer *playerTo, unsigned char *data, unsigned int dataSize){ if(m_pSQRNet->GetState() == SQRNetworkManager::SNM_STATE_ENDING) { return; }
if( playerTo->IsHost() ) { // If we are the host we care who this came from //app.DebugPrintf( "Pushing data into host read queue for user \"%ls\"\n", pPlayerFrom->GetGamertag()); // Push this data into the read queue for the player that sent it INetworkPlayer *pPlayerFrom = getNetworkPlayer(playerFrom); Socket *socket = pPlayerFrom->GetSocket();
if(socket != NULL) socket->pushDataToQueue(data, dataSize, false); } else { // If we are not the host the message must have come from the host, so we care more about who it is addressed to INetworkPlayer *pPlayerTo = getNetworkPlayer(playerTo); Socket *socket = pPlayerTo->GetSocket(); //app.DebugPrintf( "Pushing data into read queue for user \"%ls\"\n", apPlayersTo[dwPlayer]->GetGamertag()); if(socket != NULL) socket->pushDataToQueue(data, dataSize); }}
void CPlatformNetworkManagerSony::HandlePlayerJoined(SQRNetworkPlayer * pSQRPlayer){ 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;
NetworkPlayerSony *networkPlayer = (NetworkPlayerSony *)addNetworkPlayer(pSQRPlayer);
if( pSQRPlayer->IsLocal() ) { localPlayer = true; if( pSQRPlayer->IsHost() ) { pszDescription = "local host"; // 4J Stu - No socket for the localhost as it uses a special loopback queue
m_machineSQRPrimaryPlayers.push_back( pSQRPlayer ); } else { pszDescription = "local";
// We need an inbound queue on all local players to receive data from the host createFakeSocket = true; } } else { if( pSQRPlayer->IsHost() ) { pszDescription = "remote host"; } else { pszDescription = "remote";
// If we are the host, then create a fake socket for every remote player if( m_pSQRNet->IsHost() ) { createFakeSocket = true; } }
if( m_pSQRNet->IsHost() && !m_bHostChanged ) { // Do we already have a primary player for this system? bool systemHasPrimaryPlayer = false; for(AUTO_VAR(it, m_machineSQRPrimaryPlayers.begin()); it < m_machineSQRPrimaryPlayers.end(); ++it) { SQRNetworkPlayer *pQNetPrimaryPlayer = *it; if( pSQRPlayer->IsSameSystem(pQNetPrimaryPlayer) ) { systemHasPrimaryPlayer = true; break; } } if( !systemHasPrimaryPlayer ) m_machineSQRPrimaryPlayers.push_back( pSQRPlayer ); } } g_NetworkManager.PlayerJoining( networkPlayer ); if( createFakeSocket == true && !m_bHostChanged ) { g_NetworkManager.CreateSocket( networkPlayer, localPlayer ); }
#if 0 app.DebugPrintf( "Player 0x%p \"%ls\" joined; %s; voice %i; camera %i.\n", pSQRPlayer, pSQRPlayer->GetGamertag(), pszDescription, (int) pSQRPlayer->HasVoice(), (int) pSQRPlayer->HasCamera() );#endif
if( m_pSQRNet->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(true) // TODO m_pSQRNet->GetState() == QNET_STATE_GAME_PLAY) { int localPlayerCount = 0; for(unsigned int idx = 0; idx < XUSER_MAX_COUNT; ++idx) { if( m_pSQRNet->GetLocalPlayerByUserIndex(idx) != NULL ) ++localPlayerCount; }
float appTime = app.getAppTime();
// Only record stats for the primary player here m_lastPlayerEventTimeStart = appTime; }}
void CPlatformNetworkManagerSony::HandlePlayerLeaving(SQRNetworkPlayer *pSQRPlayer){ //__debugbreak();
app.DebugPrintf( "Player 0x%p leaving.\n", pSQRPlayer );
INetworkPlayer *networkPlayer = getNetworkPlayer(pSQRPlayer);
if( networkPlayer ) { // Get our wrapper object associated with this player. Socket *socket = networkPlayer->GetSocket(); if( socket != NULL ) { // If we are in game then remove this player from the game as well. // We may get here either from the player requesting to exit the game, // in which case we they will already have left the game server, or from a disconnection // where we then have to remove them from the game server if( m_pSQRNet->IsHost() && !m_bHostChanged ) { g_NetworkManager.CloseConnection(networkPlayer); }
// Free the wrapper object memory. // TODO 4J Stu - We may still be using this at the point that the player leaves the session. // We need this as long as the game server still needs to communicate with the player //delete socket;
networkPlayer->SetSocket( NULL ); }
if( m_pSQRNet->IsHost() && !m_bHostChanged ) { if( isSystemPrimaryPlayer(pSQRPlayer) ) { SQRNetworkPlayer *pNewSQRPrimaryPlayer = NULL; for(unsigned int i = 0; i < m_pSQRNet->GetPlayerCount(); ++i ) { SQRNetworkPlayer *pSQRPlayer2 = m_pSQRNet->GetPlayerByIndex( i );
if ( pSQRPlayer2 != NULL && pSQRPlayer2 != pSQRPlayer && pSQRPlayer2->IsSameSystem( pSQRPlayer ) ) { pNewSQRPrimaryPlayer = pSQRPlayer2; break; } } AUTO_VAR(it, find( m_machineSQRPrimaryPlayers.begin(), m_machineSQRPrimaryPlayers.end(), pSQRPlayer)); if( it != m_machineSQRPrimaryPlayers.end() ) { m_machineSQRPrimaryPlayers.erase( it ); }
if( pNewSQRPrimaryPlayer != NULL ) m_machineSQRPrimaryPlayers.push_back( pNewSQRPrimaryPlayer ); }
g_NetworkManager.UpdateAndSetGameSessionData( networkPlayer ); 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 ); }
if(m_pSQRNet->GetState() == SQRNetworkManager::SNM_STATE_PLAYING) { int localPlayerCount = 0; for(unsigned int idx = 0; idx < XUSER_MAX_COUNT; ++idx) { if( m_pSQRNet->GetLocalPlayerByUserIndex(idx) != NULL ) ++localPlayerCount; }
float appTime = app.getAppTime(); m_lastPlayerEventTimeStart = appTime; }
removeNetworkPlayer(pSQRPlayer); }}
// Update our external data to match the current internal player slots, and resync back out (host only)void CPlatformNetworkManagerSony::HandleResyncPlayerRequest(SQRNetworkPlayer **aPlayers){ m_hostGameSessionData.playerCount = 0; for(int i = 0; i < SQRNetworkManager::MAX_ONLINE_PLAYER_COUNT; i++ ) { if( aPlayers[i] ) { m_hostGameSessionData.players[i] = aPlayers[i]->GetUID(); m_hostGameSessionData.playerCount++; } else { memset(&m_hostGameSessionData.players[i],0,sizeof(m_hostGameSessionData.players[i])); } } m_pSQRNet->UpdateExternalRoomData();}
void CPlatformNetworkManagerSony::HandleAddLocalPlayerFailed(int idx){ g_NetworkManager.AddLocalPlayerFailed(idx);}
void CPlatformNetworkManagerSony::HandleDisconnect(bool bLostRoomOnly,bool bPSNSignOut){ g_NetworkManager.HandleDisconnect(bLostRoomOnly,bPSNSignOut);}
void CPlatformNetworkManagerSony::HandleInviteReceived( int userIndex, const SQRNetworkManager::PresenceSyncInfo *pInviteInfo){ g_NetworkManager.GameInviteReceived( userIndex, pInviteInfo );}
extern SQRNetworkManager *testSQRNetworkManager;
bool CPlatformNetworkManagerSony::Initialise(CGameNetworkManager *pGameNetworkManager, int flagIndexSize){ // Create a sony network manager, and go online#ifdef __ORBIS__ m_pSQRNet = new SQRNetworkManager_Orbis(this); m_pSQRNet->Initialise();#elif defined __PS3__ m_pSQRNet = new SQRNetworkManager_PS3(this); m_pSQRNet->Initialise();#else // __PSVITA__ // m_pSQRNet = new SQRNetworkManager_Vita(this); m_bUsingAdhocMode = false; m_pSQRNet_Vita_Adhoc = new SQRNetworkManager_AdHoc_Vita(this); m_pSQRNet_Vita = new SQRNetworkManager_Vita(this);
m_pSQRNet = m_pSQRNet_Vita;
// 4J-PB - seems we can't initialise both adhoc and psn comms - from Rohan - "having adhoc matching and matching2 library initialised together results in undesired behaviour", but probably having other parts initialised also is 'undesirable'
m_pSQRNet_Vita->Initialise();
if(ProfileManager.IsSignedInPSN(ProfileManager.GetPrimaryPad())) { // we're signed into the PSN, but we won't be online yet, force a sign-in online here m_pSQRNet_Vita->AttemptPSNSignIn(NULL, NULL); }
#endif
m_pGameNetworkManager = pGameNetworkManager; m_flagIndexSize = flagIndexSize; 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_bLeaveRoomWhenLeavingGame = true;
m_bSearchPending = false;
m_bIsOfflineGame = false; m_pSearchParam = NULL; m_SessionsUpdatedCallback = NULL;
m_searchResultsCount = 0; m_pSearchResults = NULL; m_lastSearchStartTime = 0;
// Success! return true;}
void CPlatformNetworkManagerSony::Terminate(){ m_pSQRNet->Terminate();}
int CPlatformNetworkManagerSony::GetJoiningReadyPercentage(){ return m_pSQRNet->GetJoiningReadyPercentage();}
int CPlatformNetworkManagerSony::CorrectErrorIDS(int IDS){ // Attempts to remap the following messages to provide something that PS3 TCRs are happier with // // IDS_CONNECTION_LOST - "Connection lost" // IDS_CONNECTION_FAILED - "Connection failed" // IDS_CONNECTION_LOST_LIVE - "Connection to "PSN" was lost. Exiting to the main menu." // IDS_CONNECTION_LOST_LIVE_NO_EXIT - "Connection to "PSN" was lost." // IDS_CONNECTION_LOST_SERVER - "Connection to the server was lost. Exiting to the main menu." // // Map to: // // IDS_ERROR_NETWORK - "A network error has occurred" // IDS_ERROR_NETWORK_TITLE - "Network Error" // IDS_ERROR_NETWORK_EXIT - "A network error has occurred. Exiting to Main Menu." // IDS_ERROR_PSN_SIGN_OUT - You have been signed out from the "PSN". // IDS_ERROR_PSN_SIGN_OUT_EXIT - You have been signed out from the "PSN". Exiting to Main Menu
// Determine if we'd prefer to present errors as a signing out issue, rather than a network issue, based on whether we have a network connection at all or not bool preferSignoutError = false; int state;
#if defined __PSVITA__ // MGH - to fix devtrack #6258 if(!ProfileManager.IsSignedInPSN(ProfileManager.GetPrimaryPad())) preferSignoutError = true;#elif defined __ORBIS__ if(!ProfileManager.isSignedInPSN(ProfileManager.GetPrimaryPad())) preferSignoutError = true;#elif defined __PS3__ int ret = cellNetCtlGetState( &state ); int IPObtainedState = CELL_NET_CTL_STATE_IPObtained; if( ret == 0 ) { if( state == IPObtainedState ) { preferSignoutError = true; } }#endif
#ifdef __PSVITA__ // If we're in ad-hoc mode this problem definitely wasn't PSN related if (usingAdhocMode()) preferSignoutError = false;#endif
// If we're the host we haven't lost connection to the server if (IDS == IDS_CONNECTION_LOST_SERVER && g_NetworkManager.IsHost()) { IDS = IDS_CONNECTION_LOST_LIVE; }
switch(IDS) { case IDS_CONNECTION_LOST: case IDS_CONNECTION_FAILED: return IDS_ERROR_NETWORK_TITLE; case IDS_CONNECTION_LOST_LIVE: if( preferSignoutError ) { return IDS_ERROR_PSN_SIGN_OUT_EXIT; } else { return IDS_ERROR_NETWORK_EXIT; } case IDS_CONNECTION_LOST_LIVE_NO_EXIT: if( preferSignoutError ) { return IDS_ERROR_PSN_SIGN_OUT; } else { return IDS_ERROR_NETWORK_TITLE; } break;#ifdef __PSVITA__ case IDS_CONNECTION_LOST_SERVER: if(preferSignoutError) { if(ProfileManager.IsSignedInPSN(ProfileManager.GetPrimaryPad()) == false) return IDS_ERROR_PSN_SIGN_OUT_EXIT; }#endif default: return IDS; }
}
bool CPlatformNetworkManagerSony::isSystemPrimaryPlayer(SQRNetworkPlayer *pSQRPlayer){ bool playerIsSystemPrimary = false; for(AUTO_VAR(it, m_machineSQRPrimaryPlayers.begin()); it < m_machineSQRPrimaryPlayers.end(); ++it) { SQRNetworkPlayer *pSQRPrimaryPlayer = *it; if( pSQRPrimaryPlayer == pSQRPlayer ) { playerIsSystemPrimary = true; break; } } return playerIsSystemPrimary;}
// We call this twice a frame, either side of the render call so is a good place to "tick" thingsvoid CPlatformNetworkManagerSony::DoWork(){#if 0 DWORD dwNotifyId; ULONG_PTR ulpNotifyParam;
while( XNotifyGetNext( m_notificationListener, 0, // Any notification &dwNotifyId, &ulpNotifyParam) ) {
switch(dwNotifyId) {
case XN_SYS_SIGNINCHANGED: app.DebugPrintf("Signinchanged - %d\n", ulpNotifyParam); break; case XN_LIVE_INVITE_ACCEPTED: // ignore these - we're catching them from the game listener, so we can get the one from the dashboard break; default: m_pIQNet->Notify(dwNotifyId,ulpNotifyParam); break; }
}
TickSearch();
if( m_bLeaveGameOnTick ) { m_pIQNet->LeaveGame(m_migrateHostOnLeave); m_bLeaveGameOnTick = false; }
m_pIQNet->DoWork();#else TickSearch();
if( m_bLeaveGameOnTick ) { m_pSQRNet->LeaveRoom(m_bLeaveRoomWhenLeavingGame); m_bLeaveGameOnTick = false; }
m_pSQRNet->Tick();#endif}
int CPlatformNetworkManagerSony::GetPlayerCount(){ return m_pSQRNet->GetPlayerCount();}
bool CPlatformNetworkManagerSony::ShouldMessageForFullSession(){ return false;}
int CPlatformNetworkManagerSony::GetOnlinePlayerCount(){ return m_pSQRNet->GetOnlinePlayerCount();}
int CPlatformNetworkManagerSony::GetLocalPlayerMask(int playerIndex){ return 1 << playerIndex;}
bool CPlatformNetworkManagerSony::AddLocalPlayerByUserIndex( int userIndex ){ return m_pSQRNet->AddLocalPlayerByUserIndex(userIndex);}
bool CPlatformNetworkManagerSony::RemoveLocalPlayerByUserIndex( int userIndex ){ SQRNetworkPlayer *pSQRPlayer = m_pSQRNet->GetLocalPlayerByUserIndex(userIndex); INetworkPlayer *pNetworkPlayer = getNetworkPlayer(pSQRPlayer);
if(pNetworkPlayer != NULL) { Socket *socket = pNetworkPlayer->GetSocket();
if( socket != NULL ) { // We can't remove the player from qnet until we have stopped using it to communicate C4JThread* thread = new C4JThread(&CPlatformNetworkManagerSony::RemovePlayerOnSocketClosedThreadProc, pNetworkPlayer, "RemovePlayerOnSocketClosed"); thread->SetProcessor( CPU_CORE_REMOVE_PLAYER ); thread->Run(); } else { // Safe to remove the player straight away return m_pSQRNet->RemoveLocalPlayerByUserIndex(userIndex); } } return true;}
bool CPlatformNetworkManagerSony::IsInStatsEnabledSession(){#if 0 DWORD dataSize = sizeof(QNET_LIVE_STATS_MODE); QNET_LIVE_STATS_MODE statsMode; m_pIQNet->GetOpt(QNET_OPTION_LIVE_STATS_MODE, &statsMode , &dataSize ); // Use QNET_LIVE_STATS_MODE_AUTO if there is another way to check if stats are enabled or not bool statsEnabled = statsMode == QNET_LIVE_STATS_MODE_ENABLED; return m_pIQNet->GetState() != QNET_STATE_IDLE && statsEnabled;#endif return true;}
bool CPlatformNetworkManagerSony::SessionHasSpace(unsigned int spaceRequired /*= 1*/){ return m_pSQRNet->SessionHasSpace(spaceRequired);#if 0 // This function is used while a session is running, so all players trying to join // should use public slots, DWORD publicSlots = 0; DWORD filledPublicSlots = 0; DWORD privateSlots = 0; DWORD filledPrivateSlots = 0;
DWORD dataSize = sizeof(DWORD); m_pIQNet->GetOpt(QNET_OPTION_TOTAL_PUBLIC_SLOTS, &publicSlots, &dataSize ); m_pIQNet->GetOpt(QNET_OPTION_FILLED_PUBLIC_SLOTS, &filledPublicSlots, &dataSize ); m_pIQNet->GetOpt(QNET_OPTION_TOTAL_PRIVATE_SLOTS, &privateSlots, &dataSize ); m_pIQNet->GetOpt(QNET_OPTION_FILLED_PRIVATE_SLOTS, &filledPrivateSlots, &dataSize );
DWORD spaceLeft = (publicSlots - filledPublicSlots) + (privateSlots - filledPrivateSlots);
return spaceLeft >= spaceRequired;#else return true;#endif}
void CPlatformNetworkManagerSony::SendInviteGUI(int quadrant){ m_pSQRNet->SendInviteGUI();}
bool CPlatformNetworkManagerSony::IsAddingPlayer(){ return false;}
bool CPlatformNetworkManagerSony::LeaveGame(bool bMigrateHost){ if( m_bLeavingGame ) return true;
m_bLeavingGame = true;
// If we are a client, wait for all client connections to close // TODO Possibly need to do multiple objects depending on how split screen online works SQRNetworkPlayer *pSQRPlayer = m_pSQRNet->GetLocalPlayerByUserIndex(g_NetworkManager.GetPrimaryPad()); INetworkPlayer *pNetworkPlayer = getNetworkPlayer(pSQRPlayer);
if(pNetworkPlayer != NULL) { Socket *socket = pNetworkPlayer->GetSocket();
if( socket != NULL ) { //printf("Waiting for socket closed event\n"); DWORD result = socket->m_socketClosedEvent->WaitForSignal(INFINITE);
// The session might be gone once the socket releases if( IsInSession() ) { //printf("Socket closed event has fired\n"); // 4J Stu - Clear our reference to this socket pSQRPlayer = m_pSQRNet->GetLocalPlayerByUserIndex(g_NetworkManager.GetPrimaryPad()); pNetworkPlayer = getNetworkPlayer(pSQRPlayer); pNetworkPlayer->SetSocket( NULL ); } delete socket; } else { //printf("Socket is already NULL\n"); } }
// If we are the host wait for the game server to end if(m_pSQRNet->IsHost() && g_NetworkManager.ServerStoppedValid()) { m_pSQRNet->EndGame(); g_NetworkManager.ServerStoppedWait(); g_NetworkManager.ServerStoppedDestroy(); }
return _LeaveGame(bMigrateHost, true);}
bool CPlatformNetworkManagerSony::_LeaveGame(bool bMigrateHost, bool bLeaveRoom){ // 4J Stu - Fix for #10490 - TCR 001 BAS Game Stability: When a party of four players leave a world to join another world without saving the title will crash. // Changed this to make it threadsafe m_bLeavingGame = true; // Added for Sony platforms but unsure why the 360 doesn't need it - without this, the leaving triggered by this causes the game to respond by leaving again when it transitions to the SNM_STATE_ENDING state m_bLeaveRoomWhenLeavingGame = bLeaveRoom; m_bLeaveGameOnTick = true; m_migrateHostOnLeave = bMigrateHost;
return true;}
void CPlatformNetworkManagerSony::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() );
_HostGame( localUsersMask, publicSlots, privateSlots );//#endif}
void CPlatformNetworkManagerSony::_HostGame(int usersMask, unsigned char publicSlots /*= MINECRAFT_NET_MAX_PLAYERS*/, unsigned char privateSlots /*= 0*/){ // Start hosting a new game
memset(&m_hostGameSessionData,0,sizeof(m_hostGameSessionData)); m_hostGameSessionData.netVersion = MINECRAFT_NET_VERSION; m_hostGameSessionData.isJoinable = !IsPrivateGame(); m_hostGameSessionData.isReadyToJoin = false; m_hostGameSessionData.playerCount = 0; m_hostGameSessionData.m_uiGameHostSettings = app.GetGameHostOption(eGameHostOption_All); for( int i = 0; i < SQRNetworkManager::MAX_LOCAL_PLAYER_COUNT; i++ ) { if( usersMask & ( 1 << i ) ) { m_hostGameSessionData.playerCount++; } }
m_pSQRNet->CreateAndJoinRoom(g_NetworkManager.GetPrimaryPad(),usersMask, &m_hostGameSessionData, sizeof(m_hostGameSessionData), IsLocalGame()); // Should be using: g_NetworkManager.GetLockedProfile() but that isn't being set currently}
bool CPlatformNetworkManagerSony::_StartGame(){#if 0 // Set the options that now allow players to join this game BOOL enableJip = TRUE; // Must always be true othewise nobody can join the game while in the PLAY state m_pIQNet->SetOpt( QNET_OPTION_JOIN_IN_PROGRESS_ALLOWED, &enableJip, sizeof BOOL ); BOOL enableInv = !IsLocalGame(); m_pIQNet->SetOpt( QNET_OPTION_INVITES_ALLOWED, &enableInv, sizeof BOOL ); BOOL enablePres = !IsPrivateGame() && !IsLocalGame(); m_pIQNet->SetOpt( QNET_OPTION_PRESENCE_JOIN_MODE, &enablePres, sizeof BOOL );
return ( m_pIQNet->StartGame() == S_OK );#else m_pSQRNet->StartGame(); return true;#endif}
int CPlatformNetworkManagerSony::JoinGame(FriendSessionInfo *searchResult, int localUsersMask, int primaryUserIndex){ int joinPlayerCount = 0; for( int i = 0; i < SQRNetworkManager::MAX_LOCAL_PLAYER_COUNT; i++ ) { if( localUsersMask & ( 1 << i ) ) { joinPlayerCount++; } } GameSessionData *gameSession = (GameSessionData *)(&searchResult->data); if( ( gameSession->playerCount + joinPlayerCount ) > SQRNetworkManager::MAX_ONLINE_PLAYER_COUNT ) { return CGameNetworkManager::JOINGAME_FAIL_SERVER_FULL; }
if( m_pSQRNet->JoinRoom(&searchResult->searchResult, localUsersMask) ) { return CGameNetworkManager::JOINGAME_SUCCESS; } else { return CGameNetworkManager::JOINGAME_FAIL_GENERAL; }}
bool CPlatformNetworkManagerSony::SetLocalGame(bool isLocal){ if( m_pSQRNet->GetState() == SQRNetworkManager::SNM_STATE_IDLE) {#if 0 QNET_SESSIONTYPE sessionType = isLocal ? QNET_SESSIONTYPE_LOCAL : QNET_SESSIONTYPE_LIVE_STANDARD; m_pIQNet->SetOpt(QNET_OPTION_TYPE_SESSIONTYPE, &sessionType , sizeof QNET_SESSIONTYPE);
// The default value for this is QNET_LIVE_STATS_MODE_AUTO, but that decides based on the players // in when the game starts. As we may want a non-live player to join the game we cannot have stats enabled // when we create the sessions. As a result of this, the NotifyWriteStats callback will not be called for // LIVE players that are connected to LIVE so we write their stats data on a state change. QNET_LIVE_STATS_MODE statsMode = isLocal ? QNET_LIVE_STATS_MODE_DISABLED : QNET_LIVE_STATS_MODE_ENABLED; m_pIQNet->SetOpt(QNET_OPTION_LIVE_STATS_MODE, &statsMode , sizeof QNET_LIVE_STATS_MODE);
// Also has a default of QNET_LIVE_PRESENCE_MODE_AUTO as above, although the effects are less of an issue QNET_LIVE_PRESENCE_MODE presenceMode = isLocal ? QNET_LIVE_PRESENCE_MODE_NOT_ADVERTISED : QNET_LIVE_PRESENCE_MODE_ADVERTISED; m_pIQNet->SetOpt(QNET_OPTION_LIVE_PRESENCE_MODE, &presenceMode , sizeof QNET_LIVE_PRESENCE_MODE);#endif
m_bIsOfflineGame = isLocal; app.DebugPrintf("Setting as local game: %s\n", isLocal ? "yes" : "no" ); } else { app.DebugPrintf("Tried to change session type while not in idle or offline state\n"); }
return true;}
void CPlatformNetworkManagerSony::SetPrivateGame(bool isPrivate){ app.DebugPrintf("Setting as private game: %s\n", isPrivate ? "yes" : "no" ); m_bIsPrivateGame = isPrivate;}
void CPlatformNetworkManagerSony::RegisterPlayerChangedCallback(int iPad, void (*callback)(void *callbackParam, INetworkPlayer *pPlayer, bool leaving), void *callbackParam){ playerChangedCallback[iPad] = callback; playerChangedCallbackParam[iPad] = callbackParam;}
void CPlatformNetworkManagerSony::UnRegisterPlayerChangedCallback(int iPad, void (*callback)(void *callbackParam, INetworkPlayer *pPlayer, bool leaving), void *callbackParam){ if(playerChangedCallbackParam[iPad] == callbackParam) { playerChangedCallback[iPad] = NULL; playerChangedCallbackParam[iPad] = NULL; }}
void CPlatformNetworkManagerSony::HandleSignInChange(){ return; }
bool CPlatformNetworkManagerSony::_RunNetworkGame(){#if 0 // We delay actually starting the session so that we know the game server is running by the time the clients try to join // This does result in a host advantage HRESULT hr = m_pIQNet->StartGame(); if(FAILED(hr)) return false;
// Set the options that now allow players to join this game BOOL enableJip = TRUE; // Must always be true othewise nobody can join the game while in the PLAY state m_pIQNet->SetOpt( QNET_OPTION_JOIN_IN_PROGRESS_ALLOWED, &enableJip, sizeof BOOL ); BOOL enableInv = !IsLocalGame(); m_pIQNet->SetOpt( QNET_OPTION_INVITES_ALLOWED, &enableInv, sizeof BOOL ); BOOL enablePres = !IsPrivateGame() && !IsLocalGame(); m_pIQNet->SetOpt( QNET_OPTION_PRESENCE_JOIN_MODE, &enablePres, sizeof BOOL );#endif if( IsHost() ) { m_pSQRNet->StartGame(); m_hostGameSessionData.isReadyToJoin = true; m_pSQRNet->UpdateExternalRoomData(); m_pSQRNet->SetPresenceDataStartHostingGame(); }
return true;}
// Note that this does less than the xbox equivalent as we have HandleResyncPlayerRequest that is called by the underlying SQRNetworkManager when players are added/removed etc., so this// call is only used to update the game host settings & then do the final push out of the data.void CPlatformNetworkManagerSony::UpdateAndSetGameSessionData(INetworkPlayer *pNetworkPlayerLeaving /*= NULL*/){ if( this->m_bLeavingGame ) return;
m_hostGameSessionData.hostPlayerUID = GetHostPlayer()->GetUID();#ifdef __PSVITA__ if(usingAdhocMode()) { m_hostGameSessionData.hostPlayerUID.setForAdhoc(); }#endif
m_hostGameSessionData.m_uiGameHostSettings = app.GetGameHostOption(eGameHostOption_All);
// If this is called With a pNetworkPlayerLeaving, then the call has ultimately started within SQRNetworkManager::RemoveRemotePlayersAndSync, so we don't need to sync each change // as that function does a sync at the end of all changes. if( pNetworkPlayerLeaving == NULL ) { m_pSQRNet->UpdateExternalRoomData(); }}
int CPlatformNetworkManagerSony::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 CPlatformNetworkManagerSony::RemoveLocalPlayer( INetworkPlayer *pNetworkPlayer ){ if( pNetworkPlayer->IsLocal() ) { return m_pSQRNet->RemoveLocalPlayerByUserIndex( pNetworkPlayer->GetUserIndex() ); }
return true;}
CPlatformNetworkManagerSony::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;}CPlatformNetworkManagerSony::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 CPlatformNetworkManagerSony::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 CPlatformNetworkManagerSony::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 CPlatformNetworkManagerSony::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 CPlatformNetworkManagerSony::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 CPlatformNetworkManagerSony::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 CPlatformNetworkManagerSony::GatherStats(){#if 0 return L"Queue messages: " + _toString(((NetworkPlayerXbox *)GetHostPlayer())->GetQNetPlayer()->GetSendQueueSize( NULL, QNET_GETSENDQUEUESIZE_MESSAGES ) ) + L" Queue bytes: " + _toString( ((NetworkPlayerXbox *)GetHostPlayer())->GetQNetPlayer()->GetSendQueueSize( NULL, QNET_GETSENDQUEUESIZE_BYTES ) );#else return L"";#endif}
wstring CPlatformNetworkManagerSony::GatherRTTStats(){#if 0 wstring stats(L"Rtt: ");
wchar_t stat[32];
for(unsigned int i = 0; i < GetPlayerCount(); ++i) { SQRNetworkPlayer *pSQRPlayer = ((NetworkPlayerXbox *)GetPlayerByIndex( i ))->GetQNetPlayer();
if(!pSQRPlayer->IsLocal()) { ZeroMemory(stat,32); swprintf(stat, 32, L"%d: %d/", i, pSQRPlayer->GetCurrentRtt() ); stats.append(stat); } } return stats;#else return L"";#endif}
void CPlatformNetworkManagerSony::TickSearch(){ if( m_bSearchPending ) { if( !m_pSQRNet->FriendRoomManagerIsBusy() ) { m_searchResultsCount = m_pSQRNet->FriendRoomManagerGetCount(); delete m_pSearchResults; m_pSearchResults = new SQRNetworkManager::SessionSearchResult[m_searchResultsCount];
for( int i = 0; i < m_searchResultsCount; i++ ) { m_pSQRNet->FriendRoomManagerGetRoomInfo(i, &m_pSearchResults[i] ); } m_bSearchPending = false;
if( m_SessionsUpdatedCallback != NULL ) m_SessionsUpdatedCallback(m_pSearchParam); } } else { if( !m_pSQRNet->FriendRoomManagerIsBusy() ) { // Don't start searches unless we have registered a callback int searchDelay = MINECRAFT_PS3ROOM_SEARCH_DELAY_MILLISECONDS;#ifdef __PSVITA__ // in adhoc mode we can keep searching, as the friend list is populated in callbacks // 4J Stu - Every second seems a bit much as it makes the friend list flash every time it updates. Changed this to 5 seconds. if( usingAdhocMode()) searchDelay = 5000;#endif if( m_SessionsUpdatedCallback != NULL && (m_lastSearchStartTime + searchDelay) < GetTickCount() ) { if( m_pSQRNet->FriendRoomManagerSearch() ) { m_bSearchPending = true; m_lastSearchStartTime = GetTickCount(); } } } }}
vector<FriendSessionInfo *> *CPlatformNetworkManagerSony::GetSessionList(int iPad, int localPlayers, bool partyOnly){ vector<FriendSessionInfo *> *filteredList = new vector<FriendSessionInfo *>(); for( int i = 0; i < m_searchResultsCount; i++ ) { if( m_pSearchResults[i].m_extData ) { FriendSessionInfo *newInfo = new FriendSessionInfo(); newInfo->displayLabel = new wchar_t[17]; ZeroMemory(newInfo->displayLabel, sizeof(wchar_t)*17); // TODO - this mbstowcs shouldn't encounter any non-ascii characters, but I imagine we'll want to actually use the online name here which is UTF-8 mbstowcs(newInfo->displayLabel, m_pSearchResults[i].m_NpId.handle.data, 17); newInfo->displayLabelLength = strlen(m_pSearchResults[i].m_NpId.handle.data); newInfo->hasPartyMember = false; newInfo->searchResult = m_pSearchResults[i]; newInfo->sessionId = m_pSearchResults[i].m_sessionId; memcpy(&newInfo->data, m_pSearchResults[i].m_extData, sizeof(GameSessionData)); if( ( newInfo->data.isReadyToJoin ) && ( newInfo->data.isJoinable ) && ( newInfo->data.netVersion == MINECRAFT_NET_VERSION ) ) { filteredList->push_back(newInfo); } else { delete newInfo; } } }
return filteredList;}
bool CPlatformNetworkManagerSony::GetGameSessionInfo(int iPad, SessionID sessionId, FriendSessionInfo *foundSessionInfo){#if 0 HRESULT hr = E_FAIL;
const XSESSION_SEARCHRESULT *pSearchResult; const XNQOSINFO * pxnqi;
if( m_currentSearchResultsCount[iPad] > 0 ) { // Loop through all the results. for( DWORD dwResult = 0; dwResult < m_currentSearchResultsCount[iPad]; dwResult++ ) { pSearchResult = &m_pCurrentSearchResults[iPad]->pResults[dwResult];
if(memcmp( &pSearchResult->info.sessionID, &sessionId, sizeof(SessionID) ) != 0) continue;
bool foundSession = false; FriendSessionInfo *sessionInfo = NULL; AUTO_VAR(itFriendSession, friendsSessions[iPad].begin()); for(itFriendSession = friendsSessions[iPad].begin(); itFriendSession < friendsSessions[iPad].end(); ++itFriendSession) { sessionInfo = *itFriendSession; if(memcmp( &pSearchResult->info.sessionID, &sessionInfo->sessionId, sizeof(SessionID) ) == 0) { sessionInfo->searchResult = *pSearchResult; sessionInfo->displayLabel = new wchar_t[100]; ZeroMemory( sessionInfo->displayLabel, 100 * sizeof(wchar_t) ); foundSession = true; break; } }
// We received a search result for a session no longer in our list of friends sessions if(!foundSession) break;
// See if this result was contacted successfully via QoS probes. pxnqi = &m_pCurrentQoSResult[iPad]->axnqosinfo[dwResult]; if( pxnqi->bFlags & XNET_XNQOSINFO_TARGET_CONTACTED ) {
if(pxnqi->cbData > 0) { sessionInfo->data = *(GameSessionData *)pxnqi->pbData;
wstring gamerName = convStringToWstring(sessionInfo->data.hostName); swprintf(sessionInfo->displayLabel,app.GetString(IDS_GAME_HOST_NAME),L"MWWWWWWWWWWWWWWM");// gamerName.c_str() ); } else { swprintf(sessionInfo->displayLabel,app.GetString(IDS_GAME_HOST_NAME_UNKNOWN)); } sessionInfo->displayLabelLength = wcslen( sessionInfo->displayLabel );
// If this host wasn't disabled use this one. if( !( pxnqi->bFlags & XNET_XNQOSINFO_TARGET_DISABLED ) && sessionInfo->data.netVersion == MINECRAFT_NET_VERSION && sessionInfo->data.isJoinable) { foundSessionInfo->data = sessionInfo->data; if(foundSessionInfo->displayLabel != NULL) delete [] foundSessionInfo->displayLabel; foundSessionInfo->displayLabel = new wchar_t[100]; memcpy(foundSessionInfo->displayLabel, sessionInfo->displayLabel, 100 * sizeof(wchar_t) ); foundSessionInfo->displayLabelLength = sessionInfo->displayLabelLength; foundSessionInfo->hasPartyMember = sessionInfo->hasPartyMember; foundSessionInfo->searchResult = sessionInfo->searchResult; foundSessionInfo->sessionId = sessionInfo->sessionId;
hr = S_OK; } } } }
return ( hr == S_OK );#else return false;#endif}
void CPlatformNetworkManagerSony::SetSessionsUpdatedCallback( void (*SessionsUpdatedCallback)(LPVOID pParam), LPVOID pSearchParam ){ m_SessionsUpdatedCallback = SessionsUpdatedCallback; m_pSearchParam = pSearchParam;}
void CPlatformNetworkManagerSony::GetFullFriendSessionInfo( FriendSessionInfo *foundSession, void (* FriendSessionUpdatedFn)(bool success, void *pParam), void *pParam ){ m_pSQRNet->GetExtDataForRoom( foundSession->sessionId.m_RoomId, &foundSession->data, FriendSessionUpdatedFn, pParam);}
void CPlatformNetworkManagerSony::ForceFriendsSessionRefresh(){ app.DebugPrintf("Resetting friends session search data\n"); m_lastSearchStartTime = 0; m_searchResultsCount = 0; delete m_pSearchResults; m_pSearchResults = NULL;}
INetworkPlayer *CPlatformNetworkManagerSony::addNetworkPlayer(SQRNetworkPlayer *pSQRPlayer){ NetworkPlayerSony *pNetworkPlayer = new NetworkPlayerSony(pSQRPlayer); pSQRPlayer->SetCustomDataValue((ULONG_PTR)pNetworkPlayer); currentNetworkPlayers.push_back( pNetworkPlayer ); return pNetworkPlayer;}
void CPlatformNetworkManagerSony::removeNetworkPlayer(SQRNetworkPlayer *pSQRPlayer){ INetworkPlayer *pNetworkPlayer = getNetworkPlayer(pSQRPlayer); for( AUTO_VAR(it, currentNetworkPlayers.begin()); it != currentNetworkPlayers.end(); it++ ) { if( *it == pNetworkPlayer ) { currentNetworkPlayers.erase(it); return; } }}
INetworkPlayer *CPlatformNetworkManagerSony::getNetworkPlayer(SQRNetworkPlayer *pSQRPlayer){ return pSQRPlayer ? (INetworkPlayer *)(pSQRPlayer->GetCustomDataValue()) : NULL;}
INetworkPlayer *CPlatformNetworkManagerSony::GetLocalPlayerByUserIndex(int userIndex ){ return getNetworkPlayer(m_pSQRNet->GetLocalPlayerByUserIndex(userIndex)); }
INetworkPlayer *CPlatformNetworkManagerSony::GetPlayerByIndex(int playerIndex){ return getNetworkPlayer(m_pSQRNet->GetPlayerByIndex(playerIndex));}
INetworkPlayer * CPlatformNetworkManagerSony::GetPlayerByXuid(PlayerUID xuid){ return getNetworkPlayer(m_pSQRNet->GetPlayerByXuid(xuid));}
INetworkPlayer * CPlatformNetworkManagerSony::GetPlayerBySmallId(unsigned char smallId){ return getNetworkPlayer(m_pSQRNet->GetPlayerBySmallId(smallId));}
INetworkPlayer *CPlatformNetworkManagerSony::GetHostPlayer(){ return getNetworkPlayer(m_pSQRNet->GetHostPlayer());}
bool CPlatformNetworkManagerSony::IsHost(){ return m_pSQRNet->IsHost() && !m_bHostChanged;}
bool CPlatformNetworkManagerSony::JoinGameFromInviteInfo( int userIndex, int userMask, const INVITE_INFO *pInviteInfo){ return m_pSQRNet->JoinRoom( pInviteInfo->m_RoomId, pInviteInfo->m_ServerId, userMask, pInviteInfo );}
void CPlatformNetworkManagerSony::SetSessionTexturePackParentId( int id ){ m_hostGameSessionData.texturePackParentId = id;}
void CPlatformNetworkManagerSony::SetSessionSubTexturePackId( int id ){ m_hostGameSessionData.subTexturePackId = id;}
void CPlatformNetworkManagerSony::Notify(int ID, ULONG_PTR Param){#if 0 m_pSQRNet->Notify( ID, Param );#endif}
bool CPlatformNetworkManagerSony::IsInSession(){ return m_pSQRNet->IsInSession();}
bool CPlatformNetworkManagerSony::IsInGameplay(){ return m_pSQRNet->GetState() == SQRNetworkManager::SNM_STATE_PLAYING;}
bool CPlatformNetworkManagerSony::IsReadyToPlayOrIdle(){ return m_pSQRNet->IsReadyToPlayOrIdle();}
void CPlatformNetworkManagerSony::SetSQRPresenceInfoFromExtData(SQRNetworkManager::PresenceSyncInfo *presence, void *pExtData, SceNpMatching2RoomId roomId, SceNpMatching2ServerId serverId){ GameSessionData *gsd = (GameSessionData *)pExtData;
memcpy(&presence->hostPlayerUID, &gsd->hostPlayerUID, sizeof(GameSessionUID) ); presence->m_RoomId = roomId; presence->m_ServerId = serverId; presence->texturePackParentId = gsd->texturePackParentId; presence->subTexturePackId = gsd->subTexturePackId; presence->netVersion = gsd->netVersion; presence->inviteOnly = !gsd->isJoinable;}
void CPlatformNetworkManagerSony::MallocAndSetExtDataFromSQRPresenceInfo(void **pExtData, SQRNetworkManager::PresenceSyncInfo *presence){ GameSessionData *gsd = (GameSessionData *)malloc(sizeof(GameSessionData)); memset(gsd, 0, sizeof(GameSessionData)); if( presence->netVersion != 0 ) { memcpy(&gsd->hostPlayerUID, &presence->hostPlayerUID, sizeof(GameSessionUID) ); gsd->texturePackParentId = presence->texturePackParentId; gsd->subTexturePackId = presence->subTexturePackId; gsd->netVersion = presence->netVersion; gsd->isJoinable = !presence->inviteOnly; gsd->isReadyToJoin = true; } *pExtData = gsd;}
#ifdef __PSVITA__bool CPlatformNetworkManagerSony::setAdhocMode( bool bAdhoc ){ if(m_bUsingAdhocMode != bAdhoc) { m_bUsingAdhocMode = bAdhoc; if(m_bUsingAdhocMode) { // uninit the PSN, and init adhoc if(m_pSQRNet_Vita->IsInitialised()) { m_pSQRNet_Vita->UnInitialise(); }
if(m_pSQRNet_Vita_Adhoc->IsInitialised()==false) { m_pSQRNet_Vita_Adhoc->Initialise(); }
m_pSQRNet = m_pSQRNet_Vita_Adhoc; } else { if(m_pSQRNet_Vita_Adhoc->IsInitialised()) { int ret = sceNetCtlAdhocDisconnect(); // uninit the adhoc, and init psn m_pSQRNet_Vita_Adhoc->UnInitialise(); }
if(m_pSQRNet_Vita->IsInitialised()==false) { m_pSQRNet_Vita->Initialise(); }
m_pSQRNet = m_pSQRNet_Vita; } }
return true;}
void CPlatformNetworkManagerSony::startAdhocMatching( ){ assert(m_pSQRNet == m_pSQRNet_Vita_Adhoc); ((SQRNetworkManager_AdHoc_Vita*)m_pSQRNet_Vita_Adhoc)->startMatching();}
bool CPlatformNetworkManagerSony::checkValidInviteData(const INVITE_INFO* pInviteInfo){ SQRNetworkManager_Vita* pSQR = (SQRNetworkManager_Vita*)m_pSQRNet_Vita; if(pSQR->IsOnlineGame() && !pSQR->IsHost()&& (pSQR->GetHostUID() == pInviteInfo->hostPlayerUID)) { // we're trying to join a game we're already in, so we just ignore this return false; } else { return true; }}
#endif // __PSVITA__