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authorSean Hoyt <seanhoyt963@gmail.com>2026-03-01 10:50:48 -0600
committerGitHub <noreply@github.com>2026-03-02 00:50:48 +0800
commitb5111232aa13952f58ed1b3b3525ea825662b95c (patch)
tree2e7450af7d442c6337e33bba0d81f5cb38622806 /Minecraft.Client/Common
parentd5707899dbc99d5c9520095246fc0bf2425c6235 (diff)
feat: Windows64 local multiplayer support (#13)
- Skip QuadrantSignin (profile selector) on Windows64 in both LoadMenu and CreateWorldMenu, proceeding directly to local play since Xbox Live stubs always return true for IsSignedInLive() - Fix IsLocalMultiplayerAvailable() to not require IsHiDef() on Windows64 - Allow pad-connected players to join without a profile sign-in check - Fix ghost RemotePlayer creation by scanning all local player slots and matching on server-assigned player index rather than controller slot, fixing P3/P4 ghost entities when joining out of controller order - Give each player a unique name (Player 1-4) based on controller index instead of a single shared stub name - Use raw XInput (XInputGetState) for secondary controller join detection, bypassing the 4J toggle system which consumes all button presses before game logic runs; uses a 120-frame latch for a reliable detection window - Add .gitignore for Visual Studio build artifacts and output directories
Diffstat (limited to 'Minecraft.Client/Common')
-rw-r--r--Minecraft.Client/Common/Consoles_App.cpp4
-rw-r--r--Minecraft.Client/Common/UI/UIScene_CreateWorldMenu.cpp13
-rw-r--r--Minecraft.Client/Common/UI/UIScene_LoadMenu.cpp7
3 files changed, 23 insertions, 1 deletions
diff --git a/Minecraft.Client/Common/Consoles_App.cpp b/Minecraft.Client/Common/Consoles_App.cpp
index 24819250..b325f3a1 100644
--- a/Minecraft.Client/Common/Consoles_App.cpp
+++ b/Minecraft.Client/Common/Consoles_App.cpp
@@ -8956,7 +8956,11 @@ bool CMinecraftApp::IsLocalMultiplayerAvailable()
if( InputManager.IsPadConnected(i) || ProfileManager.IsSignedIn(i) ) ++connectedControllers;
}
+#ifdef _WINDOWS64
+ bool available = connectedControllers > 1;
+#else
bool available = RenderManager.IsHiDef() && connectedControllers > 1;
+#endif
#ifdef __ORBIS__
// Check for remote play
diff --git a/Minecraft.Client/Common/UI/UIScene_CreateWorldMenu.cpp b/Minecraft.Client/Common/UI/UIScene_CreateWorldMenu.cpp
index fa41909d..6be67bed 100644
--- a/Minecraft.Client/Common/UI/UIScene_CreateWorldMenu.cpp
+++ b/Minecraft.Client/Common/UI/UIScene_CreateWorldMenu.cpp
@@ -992,13 +992,18 @@ void UIScene_CreateWorldMenu::checkStateAndStartGame()
#endif
else
- {
+ {
+#ifdef _WINDOWS64
+ // On Windows64, Xbox Live is unavailable. Skip QuadrantSignin and start directly.
+ CreateGame(this, 0);
+#else
//ProfileManager.RequestSignInUI(false, false, false, true, false,&CScene_MultiGameCreate::StartGame_SignInReturned, this,ProfileManager.GetPrimaryPad());
SignInInfo info;
info.Func = &UIScene_CreateWorldMenu::StartGame_SignInReturned;
info.lpParam = this;
info.requireOnline = m_MoreOptionsParams.bOnlineGame;
ui.NavigateToScene(ProfileManager.GetPrimaryPad(),eUIScene_QuadrantSignin,&info);
+#endif
}
}
else
@@ -1355,12 +1360,18 @@ int UIScene_CreateWorldMenu::ConfirmCreateReturned(void *pParam,int iPad,C4JStor
if(isClientSide && app.IsLocalMultiplayerAvailable())
{
+#ifdef _WINDOWS64
+ // On Windows64, Xbox Live is unavailable. Skip QuadrantSignin and start directly.
+ CreateGame(pClass, 0);
+ return 0;
+#else
//ProfileManager.RequestSignInUI(false, false, false, true, false,&UIScene_CreateWorldMenu::StartGame_SignInReturned, pClass,ProfileManager.GetPrimaryPad());
SignInInfo info;
info.Func = &UIScene_CreateWorldMenu::StartGame_SignInReturned;
info.lpParam = pClass;
info.requireOnline = pClass->m_MoreOptionsParams.bOnlineGame;
ui.NavigateToScene(ProfileManager.GetPrimaryPad(),eUIScene_QuadrantSignin,&info);
+#endif
}
else
{
diff --git a/Minecraft.Client/Common/UI/UIScene_LoadMenu.cpp b/Minecraft.Client/Common/UI/UIScene_LoadMenu.cpp
index f08fc727..e2cbc2aa 100644
--- a/Minecraft.Client/Common/UI/UIScene_LoadMenu.cpp
+++ b/Minecraft.Client/Common/UI/UIScene_LoadMenu.cpp
@@ -1337,7 +1337,14 @@ int UIScene_LoadMenu::LoadDataComplete(void *pParam)
#endif
else
{
+#ifdef _WINDOWS64
+ // On Windows64, IsSignedInLive() returns true as a stub but Xbox Live is
+ // not available. Skip QuadrantSignin and proceed directly with local play.
+ DWORD dwLocalUsersMask = CGameNetworkManager::GetLocalPlayerMask(ProfileManager.GetPrimaryPad());
+ StartGameFromSave(pClass, dwLocalUsersMask);
+#else
pClass->m_bRequestQuadrantSignin = true;
+#endif
}
}
}