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Diffstat (limited to 'Minecraft.Client/Common/Network/Sony/PlatformNetworkManagerSony.cpp')
-rw-r--r--Minecraft.Client/Common/Network/Sony/PlatformNetworkManagerSony.cpp1462
1 files changed, 1462 insertions, 0 deletions
diff --git a/Minecraft.Client/Common/Network/Sony/PlatformNetworkManagerSony.cpp b/Minecraft.Client/Common/Network/Sony/PlatformNetworkManagerSony.cpp
new file mode 100644
index 00000000..009993cb
--- /dev/null
+++ b/Minecraft.Client/Common/Network/Sony/PlatformNetworkManagerSony.cpp
@@ -0,0 +1,1462 @@
+#include "stdafx.h"
+#include "..\..\..\Minecraft.World\Socket.h"
+#include "..\..\..\Minecraft.World\StringHelpers.h"
+#include "PlatformNetworkManagerSony.h"
+#include "NetworkPlayerSony.h"
+#include "..\..\Common\Network\GameNetworkManager.h"
+
+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
+#ifdef __ORBIS__
+ sceNpCommerceHidePsStoreIcon();
+#elif defined __PSVITA__
+ sceNpCommerce2HidePsStoreIcon();
+#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;
+#ifdef __PS3__
+ int ret = cellNetCtlGetState( &state );
+ int IPObtainedState = CELL_NET_CTL_STATE_IPObtained;
+#elif defined __ORBIS__
+ int ret = sceNetCtlGetState( &state );
+ int IPObtainedState = SCE_NET_CTL_STATE_IPOBTAINED;
+#elif defined __PSVITA__
+ int ret = sceNetCtlInetGetState( &state );
+ int IPObtainedState = SCE_NET_CTL_STATE_IPOBTAINED;
+#endif
+ if( ret == 0 )
+ {
+ if( state == IPObtainedState )
+ {
+ preferSignoutError = true;
+ }
+ }
+
+#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" things
+void 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 over
+void 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 it
+void 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 system
+void 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 here
+bool 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)
+{
+ if(((SQRNetworkManager_Vita*)m_pSQRNet_Vita)->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__