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Diffstat (limited to 'Minecraft.Client/Xbox/Network/PlatformNetworkManagerXbox.cpp')
-rw-r--r--Minecraft.Client/Xbox/Network/PlatformNetworkManagerXbox.cpp1769
1 files changed, 1769 insertions, 0 deletions
diff --git a/Minecraft.Client/Xbox/Network/PlatformNetworkManagerXbox.cpp b/Minecraft.Client/Xbox/Network/PlatformNetworkManagerXbox.cpp
new file mode 100644
index 00000000..a551725b
--- /dev/null
+++ b/Minecraft.Client/Xbox/Network/PlatformNetworkManagerXbox.cpp
@@ -0,0 +1,1769 @@
+#include "stdafx.h"
+#include "..\..\..\Minecraft.World\Socket.h"
+#include "..\..\..\Minecraft.World\StringHelpers.h"
+#include "PlatformNetworkManagerXbox.h"
+#include "NetworkPlayerXbox.h"
+#include "..\..\Common\Network\GameNetworkManager.h"
+
+CPlatformNetworkManagerXbox *g_pPlatformNetworkManager;
+
+VOID CPlatformNetworkManagerXbox::NotifyStateChanged(
+ __in QNET_STATE OldState,
+ __in QNET_STATE NewState,
+ __in HRESULT hrInfo
+ )
+{
+ static const char * c_apszStateNames[] =
+ {
+ "QNET_STATE_IDLE",
+ "QNET_STATE_SESSION_HOSTING",
+ "QNET_STATE_SESSION_JOINING",
+ "QNET_STATE_GAME_LOBBY",
+ "QNET_STATE_SESSION_REGISTERING",
+ "QNET_STATE_SESSION_STARTING",
+ "QNET_STATE_GAME_PLAY",
+ "QNET_STATE_SESSION_ENDING",
+ "QNET_STATE_SESSION_LEAVING",
+ "QNET_STATE_SESSION_DELETING",
+ };
+
+ app.DebugPrintf( "State: %s ==> %s, result 0x%08x.\n",
+ c_apszStateNames[ OldState ],
+ c_apszStateNames[ NewState ],
+ hrInfo );
+ if( NewState == QNET_STATE_SESSION_HOSTING )
+ {
+ m_bLeavingGame = false;
+ m_bLeaveGameOnTick = false;
+ m_bHostChanged = false;
+ g_NetworkManager.StateChange_AnyToHosting();
+ }
+ else if( NewState == QNET_STATE_SESSION_JOINING )
+ {
+ m_bLeavingGame = false;
+ m_bLeaveGameOnTick = false;
+ m_bHostChanged = false;
+ g_NetworkManager.StateChange_AnyToJoining();
+ }
+ else if( NewState == QNET_STATE_IDLE && OldState == QNET_STATE_SESSION_JOINING )
+ {
+ // 4J-PB - now and then we get ERROR_DEVICE_REMOVED when qnet says
+ // " Couldn't join, removed from session!" or
+ //[qnet]: Received data change notification from partially connected player!
+ //[qnet]: Couldn't join, removed from session!
+ // instead of a QNET_E_SESSION_FULL as should be reported
+
+ eJoinFailedReason reason;
+ switch( hrInfo )
+ {
+ case QNET_E_INSUFFICIENT_PRIVILEGES:
+ reason = JOIN_FAILED_INSUFFICIENT_PRIVILEGES;
+ break;
+ case QNET_E_SESSION_FULL:
+ reason = JOIN_FAILED_SERVER_FULL;
+ break;
+ default:
+ reason = JOIN_FAILED_NONSPECIFIC;
+ break;
+ }
+ g_NetworkManager.StateChange_JoiningToIdle(reason);
+ }
+ else if( NewState == QNET_STATE_IDLE && OldState == QNET_STATE_SESSION_HOSTING )
+ {
+ m_bLeavingGame = true;
+ }
+ else if( NewState == QNET_STATE_SESSION_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 == QNET_STATE_SESSION_ENDING || (NewState == QNET_STATE_SESSION_LEAVING && OldState == QNET_STATE_GAME_PLAY) )
+ {
+ g_NetworkManager.StateChange_AnyToEnding( OldState == QNET_STATE_GAME_PLAY );
+
+ if( m_pIQNet->IsHost() )
+ {
+ m_bLeavingGame = true;
+ }
+ }
+
+ if( NewState == QNET_STATE_IDLE )
+ {
+ g_NetworkManager.StateChange_AnyToIdle();
+ }
+}
+
+
+VOID CPlatformNetworkManagerXbox::NotifyPlayerJoined(
+ __in IQNetPlayer * pQNetPlayer
+ )
+{
+ const char * pszDescription;
+
+ // 4J Stu - We create a fake socket for every where that we need an INBOUND queue of game data. Outbound
+ // is all handled by QNet so we don't need that. Therefore each client player has one, and the host has one
+ // for each client player.
+ bool createFakeSocket = false;
+ bool localPlayer = false;
+
+ NetworkPlayerXbox *networkPlayer = (NetworkPlayerXbox *)addNetworkPlayer(pQNetPlayer);
+
+ if( pQNetPlayer->IsLocal() )
+ {
+ localPlayer = true;
+ if( pQNetPlayer->IsHost() )
+ {
+ pszDescription = "local host";
+ // 4J Stu - No socket for the localhost as it uses a special loopback queue
+
+ m_machineQNetPrimaryPlayers.push_back( pQNetPlayer );
+ }
+ else
+ {
+ pszDescription = "local";
+
+ // We need an inbound queue on all local players to receive data from the host
+ createFakeSocket = true;
+ }
+ }
+ else
+ {
+ if( pQNetPlayer->IsHost() )
+ {
+ pszDescription = "remote host";
+ }
+ else
+ {
+ pszDescription = "remote";
+
+ // If we are the host, then create a fake socket for every remote player
+ if( m_pIQNet->IsHost() )
+ {
+ createFakeSocket = true;
+ }
+ }
+
+ if( m_pIQNet->IsHost() && !m_bHostChanged )
+ {
+ // Do we already have a primary player for this system?
+ bool systemHasPrimaryPlayer = false;
+ for(AUTO_VAR(it, m_machineQNetPrimaryPlayers.begin()); it < m_machineQNetPrimaryPlayers.end(); ++it)
+ {
+ IQNetPlayer *pQNetPrimaryPlayer = *it;
+ if( pQNetPlayer->IsSameSystem(pQNetPrimaryPlayer) )
+ {
+ systemHasPrimaryPlayer = true;
+ break;
+ }
+ }
+ if( !systemHasPrimaryPlayer )
+ m_machineQNetPrimaryPlayers.push_back( pQNetPlayer );
+ }
+ }
+ g_NetworkManager.PlayerJoining( networkPlayer );
+
+ if( createFakeSocket == true && !m_bHostChanged )
+ {
+ g_NetworkManager.CreateSocket( networkPlayer, localPlayer );
+ }
+
+ app.DebugPrintf( "Player 0x%p \"%ls\" joined; %s; voice %i; camera %i.\n",
+ pQNetPlayer,
+ pQNetPlayer->GetGamertag(),
+ pszDescription,
+ (int) pQNetPlayer->HasVoice(),
+ (int) pQNetPlayer->HasCamera() );
+
+
+ if( m_pIQNet->IsHost() )
+ {
+ // 4J-PB - only the host should do this
+ g_NetworkManager.UpdateAndSetGameSessionData();
+ SystemFlagAddPlayer( networkPlayer );
+ }
+
+ for( int idx = 0; idx < XUSER_MAX_COUNT; ++idx)
+ {
+ if(playerChangedCallback[idx] != NULL)
+ playerChangedCallback[idx]( playerChangedCallbackParam[idx], networkPlayer, false );
+ }
+
+ if(m_pIQNet->GetState() == QNET_STATE_GAME_PLAY)
+ {
+ int localPlayerCount = 0;
+ for(unsigned int idx = 0; idx < XUSER_MAX_COUNT; ++idx)
+ {
+ if( m_pIQNet->GetLocalPlayerByUserIndex(idx) != NULL ) ++localPlayerCount;
+ }
+
+ float appTime = app.getAppTime();
+
+ // Only record stats for the primary player here
+ m_lastPlayerEventTimeStart = appTime;
+ }
+}
+
+
+VOID CPlatformNetworkManagerXbox::NotifyPlayerLeaving(
+ __in IQNetPlayer * pQNetPlayer
+ )
+{
+ //__debugbreak();
+
+ app.DebugPrintf( "Player 0x%p \"%ls\" leaving.\n",
+ pQNetPlayer,
+ pQNetPlayer->GetGamertag() );
+
+ INetworkPlayer *networkPlayer = getNetworkPlayer(pQNetPlayer);
+
+ // 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_pIQNet->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_pIQNet->IsHost() && !m_bHostChanged )
+ {
+ if( isSystemPrimaryPlayer(pQNetPlayer) )
+ {
+ IQNetPlayer *pNewQNetPrimaryPlayer = NULL;
+ for(unsigned int i = 0; i < m_pIQNet->GetPlayerCount(); ++i )
+ {
+ IQNetPlayer *pQNetPlayer2 = m_pIQNet->GetPlayerByIndex( i );
+
+ if( pQNetPlayer2 != pQNetPlayer && pQNetPlayer2->IsSameSystem( pQNetPlayer ) )
+ {
+ pNewQNetPrimaryPlayer = pQNetPlayer2;
+ break;
+ }
+ }
+ AUTO_VAR(it, find( m_machineQNetPrimaryPlayers.begin(), m_machineQNetPrimaryPlayers.end(), pQNetPlayer));
+ if( it != m_machineQNetPrimaryPlayers.end() )
+ {
+ m_machineQNetPrimaryPlayers.erase( it );
+ }
+
+ if( pNewQNetPrimaryPlayer != NULL )
+ m_machineQNetPrimaryPlayers.push_back( pNewQNetPrimaryPlayer );
+ }
+
+ 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_pIQNet->GetState() == QNET_STATE_GAME_PLAY)
+ {
+ int localPlayerCount = 0;
+ for(unsigned int idx = 0; idx < XUSER_MAX_COUNT; ++idx)
+ {
+ if( m_pIQNet->GetLocalPlayerByUserIndex(idx) != NULL ) ++localPlayerCount;
+ }
+
+ float appTime = app.getAppTime();
+ m_lastPlayerEventTimeStart = appTime;
+ }
+
+ removeNetworkPlayer(pQNetPlayer);
+}
+
+
+VOID CPlatformNetworkManagerXbox::NotifyNewHost(
+ __in IQNetPlayer * pQNetPlayer
+ )
+{
+ app.DebugPrintf( "Player 0x%p \"%ls\" (local %i) is new host.\n",
+ pQNetPlayer,
+ pQNetPlayer->GetGamertag(),
+ (int) pQNetPlayer->IsLocal() );
+
+ m_bHostChanged = true;
+
+ if( m_pIQNet->IsHost() && !IsLeavingGame() )
+ {
+ m_pGameNetworkManager->HostChanged();
+ }
+}
+
+
+VOID CPlatformNetworkManagerXbox::NotifyDataReceived(
+ __in IQNetPlayer * pQNetPlayerFrom,
+ __in DWORD dwNumPlayersTo,
+ __in_ecount(dwNumPlayersTo) IQNetPlayer ** apQNetPlayersTo,
+ __in_bcount(dwDataSize) const BYTE * pbData,
+ __in DWORD dwDataSize
+ )
+{
+ if(m_pIQNet->GetState() == QNET_STATE_SESSION_ENDING)
+ return;
+
+ DWORD dwPlayer;
+
+ // Loop through all the local players that were targeted and print info
+ // regarding this message.
+ /*
+ for( dwPlayer = 0; dwPlayer < dwNumPlayersTo; dwPlayer++ )
+ {
+ app.DebugPrintf( "Received %u bytes of data from \"%ls\" to \"%ls\"\n",
+ dwDataSize,
+ pPlayerFrom->GetGamertag(),
+ apPlayersTo[ dwPlayer ]->GetGamertag());
+
+ }
+ */
+
+ // Loop through all the players and push this data into their read queue
+ for( dwPlayer = 0; dwPlayer < dwNumPlayersTo; dwPlayer++ )
+ {
+ if( apQNetPlayersTo[dwPlayer]->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(pQNetPlayerFrom);
+ Socket *socket = pPlayerFrom->GetSocket();
+
+ if(socket != NULL)
+ socket->pushDataToQueue(pbData, dwDataSize, 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(apQNetPlayersTo[dwPlayer]);
+ Socket *socket = pPlayerTo->GetSocket();
+ //app.DebugPrintf( "Pushing data into read queue for user \"%ls\"\n", apPlayersTo[dwPlayer]->GetGamertag());
+ if(socket != NULL)
+ socket->pushDataToQueue(pbData, dwDataSize);
+ }
+ }
+}
+
+
+VOID CPlatformNetworkManagerXbox::NotifyWriteStats(
+ __in IQNetPlayer * pQNetPlayer
+ )
+{
+ app.DebugPrintf( "QNet: NotifyWriteStats\n" );
+
+ g_NetworkManager.WriteStats( getNetworkPlayer( pQNetPlayer ) );
+}
+
+
+VOID CPlatformNetworkManagerXbox::NotifyReadinessChanged(
+ __in IQNetPlayer * pQNetPlayer,
+ __in BOOL bReady
+ )
+{
+ app.DebugPrintf( "Player 0x%p readiness is now %i.\n", pQNetPlayer, (int) bReady );
+}
+
+
+VOID CPlatformNetworkManagerXbox::NotifyCommSettingsChanged(
+ __in IQNetPlayer * pQNetPlayer
+ )
+{
+}
+
+
+VOID CPlatformNetworkManagerXbox::NotifyGameSearchComplete(
+ __in IQNetGameSearch * pGameSearch,
+ __in HRESULT hrComplete,
+ __in DWORD dwNumResults
+ )
+{
+ // Not currently used
+}
+
+
+VOID CPlatformNetworkManagerXbox::NotifyGameInvite(
+ __in DWORD dwUserIndex,
+ __in const INVITE_INFO * pInviteInfo
+ )
+{
+ g_NetworkManager.GameInviteReceived( dwUserIndex, pInviteInfo );
+}
+
+
+VOID CPlatformNetworkManagerXbox::NotifyContextChanged(
+ __in const XUSER_CONTEXT * pContext
+ )
+{
+ app.DebugPrintf( "Context 0x%p changed.\n", pContext );
+}
+
+
+VOID CPlatformNetworkManagerXbox::NotifyPropertyChanged(
+ __in const XUSER_PROPERTY * pProperty
+ )
+{
+ app.DebugPrintf( "Property 0x%p changed.\n", pProperty );
+}
+
+bool CPlatformNetworkManagerXbox::Initialise(CGameNetworkManager *pGameNetworkManager, int flagIndexSize)
+{
+ m_pGameNetworkManager = pGameNetworkManager;
+ m_flagIndexSize = flagIndexSize;
+ g_pPlatformNetworkManager = this;
+ for( int i = 0; i < XUSER_MAX_COUNT; i++ )
+ {
+ playerChangedCallback[ i ] = NULL;
+ }
+
+ HRESULT hr;
+ int iResult;
+ DWORD dwResult;
+
+ // Start up XNet with default settings.
+ iResult = XNetStartup( NULL );
+ if( iResult != 0 )
+ {
+ app.DebugPrintf( "Starting up XNet failed (err = %i)!\n", iResult );
+ return false;
+ }
+
+ // Start up XOnline.
+ dwResult = XOnlineStartup();
+ if( dwResult != ERROR_SUCCESS )
+ {
+ app.DebugPrintf( "Starting up XOnline failed (err = %u)!\n", dwResult );
+ XNetCleanup();
+ return false;
+ }
+
+ // Create the QNet object.
+ hr = QNetCreateUsingXAudio2( QNET_SESSIONTYPE_LIVE_STANDARD, this, NULL, g_pXAudio2, &m_pIQNet );
+ if( FAILED( hr ) )
+ {
+ app.DebugPrintf( "Creating QNet object failed (err = 0x%08x)!\n", hr );
+ XOnlineCleanup();
+ XNetCleanup();
+ return false;
+ }
+
+ BOOL enableNotify = FALSE;
+ m_pIQNet->SetOpt( QNET_OPTION_NOTIFY_LISTENER, &enableNotify, sizeof BOOL );
+
+ BOOL enableJip = FALSE;
+ m_pIQNet->SetOpt( QNET_OPTION_JOIN_IN_PROGRESS_ALLOWED, &enableJip, sizeof BOOL );
+ BOOL enableInv = FALSE;
+ m_pIQNet->SetOpt( QNET_OPTION_INVITES_ALLOWED, &enableInv, sizeof BOOL );
+ BOOL enablePres = FALSE;
+ m_pIQNet->SetOpt( QNET_OPTION_PRESENCE_JOIN_MODE, &enablePres, sizeof BOOL );
+
+ // We DO NOT want QNet to handle XN_SYS_SIGNINCHANGED but so far everything else should be fine
+ // We DO WANT QNet to handle XN_LIVE_INVITE_ACCEPTED at a minimum
+ // Receive all types that QNet needs, and filter out the specific ones we don't want later
+ m_notificationListener = XNotifyCreateListener(XNOTIFY_SYSTEM | XNOTIFY_FRIENDS | XNOTIFY_LIVE);
+
+ m_bLeavingGame = false;
+ m_bLeaveGameOnTick = false;
+ m_bHostChanged = false;
+
+ m_bSearchResultsReady = false;
+ m_bSearchPending = false;
+
+ m_bIsOfflineGame = false;
+ m_pSearchParam = NULL;
+ m_SessionsUpdatedCallback = NULL;
+
+ for(unsigned int i = 0; i < XUSER_MAX_COUNT; ++i)
+ {
+ m_searchResultsCount[i] = 0;
+ m_lastSearchStartTime[i] = 0;
+
+ // The results that will be filled in with the current search
+ m_pSearchResults[i] = NULL;
+ m_pQoSResult[i] = NULL;
+ m_pCurrentSearchResults[i] = NULL;
+ m_pCurrentQoSResult[i] = NULL;
+ m_currentSearchResultsCount[i] = 0;
+ }
+
+ // Success!
+ return true;
+}
+
+void CPlatformNetworkManagerXbox::Terminate()
+{
+}
+
+int CPlatformNetworkManagerXbox::GetJoiningReadyPercentage()
+{
+ return 100;
+}
+
+int CPlatformNetworkManagerXbox::CorrectErrorIDS(int IDS)
+{
+ return IDS;
+}
+
+bool CPlatformNetworkManagerXbox::isSystemPrimaryPlayer(IQNetPlayer *pQNetPlayer)
+{
+ bool playerIsSystemPrimary = false;
+ for(AUTO_VAR(it, m_machineQNetPrimaryPlayers.begin()); it < m_machineQNetPrimaryPlayers.end(); ++it)
+ {
+ IQNetPlayer *pQNetPrimaryPlayer = *it;
+ if( pQNetPrimaryPlayer == pQNetPlayer )
+ {
+ 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 CPlatformNetworkManagerXbox::DoWork()
+{
+ 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();
+}
+
+int CPlatformNetworkManagerXbox::GetPlayerCount()
+{
+ return m_pIQNet->GetPlayerCount();
+}
+
+bool CPlatformNetworkManagerXbox::ShouldMessageForFullSession()
+{
+ return false;
+}
+
+int CPlatformNetworkManagerXbox::GetOnlinePlayerCount()
+{
+ DWORD playerCount = GetPlayerCount();
+ DWORD onlinePlayerCount = 0;
+
+ for(DWORD i = 0; i < playerCount; ++i)
+ {
+ IQNetPlayer *pQNetPlayer = m_pIQNet->GetPlayerByIndex(i);
+ if(!pQNetPlayer->IsLocal())++onlinePlayerCount;
+ }
+ return onlinePlayerCount;
+}
+
+int CPlatformNetworkManagerXbox::GetLocalPlayerMask(int playerIndex)
+{
+ switch(playerIndex)
+ {
+ case 0:
+ return QNET_USER_MASK_USER0;
+ case 1:
+ return QNET_USER_MASK_USER1;
+ case 2:
+ return QNET_USER_MASK_USER2;
+ case 3:
+ return QNET_USER_MASK_USER3;
+ default:
+ return 0;
+ }
+}
+
+bool CPlatformNetworkManagerXbox::AddLocalPlayerByUserIndex( int userIndex )
+{
+ return ( m_pIQNet->AddLocalPlayerByUserIndex(userIndex) == S_OK );
+}
+
+bool CPlatformNetworkManagerXbox::RemoveLocalPlayerByUserIndex( int userIndex )
+{
+ IQNetPlayer *pQNetPlayer = m_pIQNet->GetLocalPlayerByUserIndex(userIndex);
+ INetworkPlayer *pNetworkPlayer = getNetworkPlayer(pQNetPlayer);
+
+ 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(&CPlatformNetworkManagerXbox::RemovePlayerOnSocketClosedThreadProc, pNetworkPlayer, "RemovePlayerOnSocketClosed");
+ thread->SetProcessor( CPU_CORE_REMOVE_PLAYER );
+ thread->Run();
+ }
+ else
+ {
+ // Safe to remove the player straight away
+ return ( m_pIQNet->RemoveLocalPlayerByUserIndex(userIndex) == S_OK );
+ }
+ }
+ return true;
+}
+
+bool CPlatformNetworkManagerXbox::IsInStatsEnabledSession()
+{
+
+ 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;
+}
+
+bool CPlatformNetworkManagerXbox::SessionHasSpace(unsigned int spaceRequired /*= 1*/)
+{
+ // 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;
+}
+
+void CPlatformNetworkManagerXbox::SendInviteGUI(int quadrant)
+{
+}
+
+bool CPlatformNetworkManagerXbox::IsAddingPlayer()
+{
+ return false;
+}
+
+bool CPlatformNetworkManagerXbox::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
+ IQNetPlayer *pQNetPlayer = m_pIQNet->GetLocalPlayerByUserIndex(g_NetworkManager.GetPrimaryPad());
+ INetworkPlayer *pNetworkPlayer = getNetworkPlayer(pQNetPlayer);
+
+ 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
+ pQNetPlayer = m_pIQNet->GetLocalPlayerByUserIndex(g_NetworkManager.GetPrimaryPad());
+ pNetworkPlayer = getNetworkPlayer(pQNetPlayer);
+ if(pNetworkPlayer) 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_pIQNet->IsHost() && g_NetworkManager.ServerStoppedValid())
+ {
+ m_pIQNet->EndGame();
+ g_NetworkManager.ServerStoppedWait();
+ g_NetworkManager.ServerStoppedDestroy();
+ }
+
+ return _LeaveGame(bMigrateHost, true);
+}
+
+bool CPlatformNetworkManagerXbox::_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_bLeaveGameOnTick = true;
+ m_migrateHostOnLeave = bMigrateHost;
+
+ return true;
+}
+
+void CPlatformNetworkManagerXbox::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 CPlatformNetworkManagerXbox::_HostGame(int usersMask, unsigned char publicSlots /*= MINECRAFT_NET_MAX_PLAYERS*/, unsigned char privateSlots /*= 0*/)
+{
+ HRESULT hr;
+ // Create a session using the standard game type, in multiplayer game mode,
+ // The constants used to specify game mode, context ID and context value are
+ // defined in the title's .spa.h file, generated using the XLAST tool.
+ // TODO 4J Stu - Game mode should be CONTEXT_GAME_MODE_MULTIPLAYER?
+ XUSER_CONTEXT aXUserContexts[] = { { X_CONTEXT_GAME_TYPE, X_CONTEXT_GAME_TYPE_STANDARD },
+ { X_CONTEXT_GAME_MODE, CONTEXT_GAME_MODE_GAMEMODE } };
+
+
+ // We need at least one other slot otherwise it's not multiplayer, is it!
+ if(publicSlots==1 && privateSlots==0)
+ privateSlots = 1;
+
+ //printf("Hosting game with %d public slots and %d private slots\n", publicSlots, privateSlots);
+
+ BOOL enableJip = FALSE;
+ m_pIQNet->SetOpt( QNET_OPTION_JOIN_IN_PROGRESS_ALLOWED, &enableJip, sizeof BOOL );
+ BOOL enableInv = FALSE;
+ m_pIQNet->SetOpt( QNET_OPTION_INVITES_ALLOWED, &enableInv, sizeof BOOL );
+ BOOL enablePres = FALSE;
+ m_pIQNet->SetOpt( QNET_OPTION_PRESENCE_JOIN_MODE, &enablePres, sizeof BOOL );
+
+ // Start hosting a new game
+ // Use only the contexts defined above, and no properties.
+ hr = m_pIQNet->HostGame(
+ g_NetworkManager.GetLockedProfile(), // dwUserIndex
+ usersMask, // dwUserMask
+ publicSlots, // dwPublicSlots
+ privateSlots, // dwPrivateSlots
+ 0, // cProperties
+ NULL, // pProperties
+ ARRAYSIZE( aXUserContexts ), // cContexts
+ aXUserContexts ); // pContexts
+
+ m_hostGameSessionData.netVersion = MINECRAFT_NET_VERSION;
+ m_hostGameSessionData.isJoinable = !IsPrivateGame();
+
+ char* hostName = new char[XUSER_NAME_SIZE];
+ hostName = g_NetworkManager.GetOnlineName( g_NetworkManager.GetPrimaryPad() );
+ memcpy(m_hostGameSessionData.hostName,hostName,XUSER_NAME_SIZE);
+
+ hr = m_pIQNet->SetOpt(
+ QNET_OPTION_QOS_DATA_BUFFER,
+ &m_hostGameSessionData,
+ sizeof(GameSessionData)
+ );
+}
+
+bool CPlatformNetworkManagerXbox::_StartGame()
+{
+ // 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 );
+}
+
+int CPlatformNetworkManagerXbox::JoinGame(FriendSessionInfo *searchResult, int localUsersMask, int primaryUserIndex)
+{
+ // Being a bit over-cautious here, but the xbox code pre-refactoring took a copy of XSESSION_SEARCHRESULT (although not in static memory)
+ // so seems safest to replicate this kind of thing here rather than risk data being pointed to by the searchResult being altered whilst
+ // JoinGameFromSearchResult is running.
+ static XSESSION_SEARCHRESULT searchResultCopy;
+ searchResultCopy = searchResult->searchResult;
+ HRESULT hr = m_pIQNet->JoinGameFromSearchResult(
+ primaryUserIndex, // dwUserIndex
+ localUsersMask, // dwUserMask
+ &searchResultCopy ); // pSearchResult
+
+
+ if( FAILED( hr ) )
+ {
+ app.DebugPrintf( "Failed joining game (err = 0x%08x)!\n", hr );
+ }
+
+ switch( hr )
+ {
+ case S_OK:
+ return CGameNetworkManager::JOINGAME_SUCCESS;
+ case QNET_E_SESSION_FULL:
+ return CGameNetworkManager::JOINGAME_FAIL_SERVER_FULL;
+ default:
+ return CGameNetworkManager::JOINGAME_FAIL_GENERAL;
+ }
+}
+
+bool CPlatformNetworkManagerXbox::SetLocalGame(bool isLocal)
+{
+ if( m_pIQNet->GetState() == QNET_STATE_IDLE )
+ {
+ 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);
+
+ m_bIsOfflineGame = isLocal;
+ app.DebugPrintf("Setting as local game: %s\n", isLocal ? "yes" : "no" );
+ }
+ else
+ {
+ app.DebugPrintf("Tried to change QNet Session type while not in idle state\n");
+ }
+ return true;
+}
+
+void CPlatformNetworkManagerXbox::SetPrivateGame(bool isPrivate)
+{
+ app.DebugPrintf("Setting as private game: %s\n", isPrivate ? "yes" : "no" );
+ m_bIsPrivateGame = isPrivate;
+}
+
+void CPlatformNetworkManagerXbox::RegisterPlayerChangedCallback(int iPad, void (*callback)(void *callbackParam, INetworkPlayer *pPlayer, bool leaving), void *callbackParam)
+{
+ playerChangedCallback[iPad] = callback;
+ playerChangedCallbackParam[iPad] = callbackParam;
+}
+
+void CPlatformNetworkManagerXbox::UnRegisterPlayerChangedCallback(int iPad, void (*callback)(void *callbackParam, INetworkPlayer *pPlayer, bool leaving), void *callbackParam)
+{
+ if(playerChangedCallbackParam[iPad] == callbackParam)
+ {
+ playerChangedCallback[iPad] = NULL;
+ playerChangedCallbackParam[iPad] = NULL;
+ }
+}
+
+void CPlatformNetworkManagerXbox::HandleSignInChange()
+{
+ return;
+}
+
+bool CPlatformNetworkManagerXbox::_RunNetworkGame()
+{
+ // 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 );
+
+ return true;
+}
+
+void CPlatformNetworkManagerXbox::UpdateAndSetGameSessionData(INetworkPlayer *pNetworkPlayerLeaving /*= NULL*/)
+{
+ DWORD playerCount = m_pIQNet->GetPlayerCount();
+
+ if( this->m_bLeavingGame )
+ return;
+
+ if( GetHostPlayer() == NULL )
+ return;
+
+ for(unsigned int i = 0; i < MINECRAFT_NET_MAX_PLAYERS; ++i)
+ {
+ if( i < playerCount )
+ {
+ INetworkPlayer *pNetworkPlayer = GetPlayerByIndex(i);
+
+ // We can call this from NotifyPlayerLeaving but at that point the player is still considered in the session
+ if( pNetworkPlayer != pNetworkPlayerLeaving )
+ {
+ m_hostGameSessionData.players[i] = ((NetworkPlayerXbox *)pNetworkPlayer)->GetUID();
+
+ char *temp;
+ temp = (char *)wstringtofilename( pNetworkPlayer->GetOnlineName() );
+ memcpy(m_hostGameSessionData.szPlayers[i],temp,XUSER_NAME_SIZE);
+ }
+ else
+ {
+ m_hostGameSessionData.players[i] = NULL;
+ memset(m_hostGameSessionData.szPlayers[i],0,XUSER_NAME_SIZE);
+ }
+ }
+ else
+ {
+ m_hostGameSessionData.players[i] = NULL;
+ memset(m_hostGameSessionData.szPlayers[i],0,XUSER_NAME_SIZE);
+ }
+ }
+
+ m_hostGameSessionData.hostPlayerUID = ((NetworkPlayerXbox *)GetHostPlayer())->GetQNetPlayer()->GetXuid();
+ m_hostGameSessionData.m_uiGameHostSettings = app.GetGameHostOption(eGameHostOption_All);
+
+ HRESULT hr = S_OK;
+ hr = m_pIQNet->SetOpt(
+ QNET_OPTION_QOS_DATA_BUFFER,
+ &m_hostGameSessionData,
+ sizeof(GameSessionData)
+ );
+}
+
+int CPlatformNetworkManagerXbox::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 CPlatformNetworkManagerXbox::RemoveLocalPlayer( INetworkPlayer *pNetworkPlayer )
+{
+ if( pNetworkPlayer->IsLocal() )
+ {
+ return ( m_pIQNet->RemoveLocalPlayerByUserIndex( pNetworkPlayer->GetUserIndex() ) == S_OK );
+ }
+
+ return true;
+}
+
+CPlatformNetworkManagerXbox::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;
+}
+CPlatformNetworkManagerXbox::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 CPlatformNetworkManagerXbox::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 CPlatformNetworkManagerXbox::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 CPlatformNetworkManagerXbox::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 CPlatformNetworkManagerXbox::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 CPlatformNetworkManagerXbox::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 CPlatformNetworkManagerXbox::GatherStats()
+{
+ 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 ) );
+}
+
+wstring CPlatformNetworkManagerXbox::GatherRTTStats()
+{
+ wstring stats(L"Rtt: ");
+
+ wchar_t stat[32];
+
+ for(unsigned int i = 0; i < GetPlayerCount(); ++i)
+ {
+ IQNetPlayer *pQNetPlayer = ((NetworkPlayerXbox *)GetPlayerByIndex( i ))->GetQNetPlayer();
+
+ if(!pQNetPlayer->IsLocal())
+ {
+ ZeroMemory(stat,sizeof(WCHAR)*32);
+ swprintf(stat, 32, L"%d: %d/", i, pQNetPlayer->GetCurrentRtt() );
+ stats.append(stat);
+ }
+ }
+ return stats;
+}
+
+void CPlatformNetworkManagerXbox::TickSearch()
+{
+ if( m_bSearchPending )
+ {
+ if( m_bSearchResultsReady )
+ {
+ m_currentSearchResultsCount[m_lastSearchPad] = m_searchResultsCount[m_lastSearchPad];
+
+ // Store the current search results so that we don't delete them too early
+ if( m_pCurrentSearchResults[m_lastSearchPad] != NULL )
+ {
+ delete m_pCurrentSearchResults[m_lastSearchPad];
+ m_pCurrentSearchResults[m_lastSearchPad] = NULL;
+ }
+ m_pCurrentSearchResults[m_lastSearchPad] = m_pSearchResults[m_lastSearchPad];
+ m_pSearchResults[m_lastSearchPad] = NULL;
+
+ if( m_pCurrentQoSResult[m_lastSearchPad] != NULL )
+ {
+ XNetQosRelease(m_pCurrentQoSResult[m_lastSearchPad]);
+ m_pCurrentQoSResult[m_lastSearchPad] = NULL;
+ }
+ m_pCurrentQoSResult[m_lastSearchPad] = m_pQoSResult[m_lastSearchPad];
+ m_pQoSResult[m_lastSearchPad] = NULL;
+
+ if( m_SessionsUpdatedCallback != NULL ) m_SessionsUpdatedCallback(m_pSearchParam);
+ m_bSearchResultsReady = false;
+ m_bSearchPending = false;
+ }
+ }
+ else
+ {
+ // Don't start searches unless we have registered a callback
+ if( m_SessionsUpdatedCallback != NULL && (m_lastSearchStartTime[g_NetworkManager.GetPrimaryPad()] + MINECRAFT_XSESSION_SEARCH_DELAY_MILLISECONDS) < GetTickCount() )
+ {
+ SearchForGames();
+ }
+ }
+}
+
+void CPlatformNetworkManagerXbox::SearchForGames()
+{
+ // Don't start a new search until we have finished the last one
+ if(m_bSearchPending) return;
+
+ m_lastSearchPad = g_NetworkManager.GetPrimaryPad();
+
+ m_lastSearchStartTime[m_lastSearchPad] = GetTickCount();
+ m_bSearchPending = true;
+ m_bSearchResultsReady = false;
+
+ for(AUTO_VAR(it, friendsSessions[m_lastSearchPad].begin()); it < friendsSessions[m_lastSearchPad].end(); ++it)
+ {
+ delete (*it);
+ }
+ friendsSessions[m_lastSearchPad].clear();
+
+ if( m_pSearchResults[m_lastSearchPad] != NULL )
+ {
+ delete m_pSearchResults[m_lastSearchPad];
+ m_pSearchResults[m_lastSearchPad] = NULL;
+ }
+ if( m_pQoSResult[m_lastSearchPad] != NULL )
+ {
+ XNetQosRelease(m_pQoSResult[m_lastSearchPad]);
+ m_pQoSResult[m_lastSearchPad] = NULL;
+ }
+
+ bool bMultiplayerAllowed = g_NetworkManager.IsSignedInLive( g_NetworkManager.GetPrimaryPad() ) && g_NetworkManager.AllowedToPlayMultiplayer( g_NetworkManager.GetPrimaryPad() );
+
+ if( bMultiplayerAllowed )
+ {
+ // PARTY
+ XPARTY_USER_LIST partyUserList;
+ HRESULT partyResult = XPartyGetUserList( &partyUserList );
+ if((partyResult != XPARTY_E_NOT_IN_PARTY) && (partyUserList.dwUserCount>1))
+ {
+ for(unsigned int i = 0; i<partyUserList.dwUserCount; i++)
+ {
+ if(
+ ( (partyUserList.Users[i].dwFlags & XPARTY_USER_ISLOCAL ) != XPARTY_USER_ISLOCAL ) &&
+ ( (partyUserList.Users[i].dwFlags & XPARTY_USER_ISINGAMESESSION) == XPARTY_USER_ISINGAMESESSION ) &&
+ partyUserList.Users[i].dwTitleId == TITLEID_MINECRAFT
+ )
+ {
+ bool sessionAlreadyAdded = false;
+ for(AUTO_VAR(it, friendsSessions[m_lastSearchPad].begin()); it < friendsSessions[m_lastSearchPad].end(); ++it)
+ {
+ FriendSessionInfo *current = *it;
+ if( memcmp( &partyUserList.Users[i].SessionInfo.sessionID, &current->sessionId, sizeof(SessionID) ) == 0 )
+ {
+ //printf("We already have this session from another player.\n");
+ sessionAlreadyAdded = true;
+ break;
+ }
+ }
+
+ if(!sessionAlreadyAdded)
+ {
+ FriendSessionInfo *sessionInfo = new FriendSessionInfo();
+ sessionInfo->sessionId = partyUserList.Users[i].SessionInfo.sessionID;
+ sessionInfo->hasPartyMember = true;
+ friendsSessions[m_lastSearchPad].push_back(sessionInfo);
+ }
+ }
+ }
+ }
+
+ // FRIENDS
+
+ DWORD bufferSize = 0;
+ HANDLE hFriendsEnumerator;
+ DWORD hr = XFriendsCreateEnumerator(
+ g_NetworkManager.GetPrimaryPad(),
+ 0,
+ MAX_FRIENDS,
+ &bufferSize,
+ &hFriendsEnumerator
+ );
+
+ char *buffer = new char[bufferSize];
+ DWORD itemsReturned;
+ DWORD result = XEnumerate(
+ hFriendsEnumerator,
+ buffer,
+ bufferSize,
+ &itemsReturned,
+ NULL
+ );
+
+ DWORD flagPlayingOnline = XONLINE_FRIENDSTATE_FLAG_ONLINE; // | XONLINE_FRIENDSTATE_FLAG_PLAYING;
+
+ XONLINE_FRIEND *friends = (XONLINE_FRIEND *)buffer;
+ for(unsigned int i = 0; i<itemsReturned; i++)
+ {
+ //printf("%s\n",friends[i].szGamertag);
+ if( (friends[i].dwFriendState & flagPlayingOnline) == flagPlayingOnline &&
+ ( (friends[i].dwFriendState & XONLINE_FRIENDSTATE_FLAG_JOINABLE) == XONLINE_FRIENDSTATE_FLAG_JOINABLE ||
+ (friends[i].dwFriendState & XONLINE_FRIENDSTATE_FLAG_JOINABLE_FRIENDS_ONLY) == XONLINE_FRIENDSTATE_FLAG_JOINABLE_FRIENDS_ONLY)
+ && ( friends[i].dwFriendState & ( XONLINE_FRIENDSTATE_FLAG_SENTREQUEST | XONLINE_FRIENDSTATE_FLAG_RECEIVEDREQUEST ) ) == 0
+ && friends[i].dwTitleID == TITLEID_MINECRAFT)
+ {
+ //printf("Valid game to join\n");
+
+ bool sessionAlreadyAdded = false;
+ for(AUTO_VAR(it, friendsSessions[m_lastSearchPad].begin()); it < friendsSessions[m_lastSearchPad].end(); ++it)
+ {
+ FriendSessionInfo *current = *it;
+ if( memcmp( &friends[i].sessionID, &current->sessionId, sizeof(SessionID) ) == 0 )
+ {
+ //printf("We already have this session from another player.\n");
+ sessionAlreadyAdded = true;
+ break;
+ }
+ }
+
+ if(!sessionAlreadyAdded)
+ {
+ FriendSessionInfo *sessionInfo = new FriendSessionInfo();
+ sessionInfo->sessionId = friends[i].sessionID;
+ friendsSessions[m_lastSearchPad].push_back(sessionInfo);
+ //g_NetworkManager.SearchForGameById(friends[i].sessionID,&SearchForGameCallback, m_hObj);
+ //++m_searches;
+ }
+ }
+ }
+ delete [] buffer;
+ }
+
+ if( friendsSessions[m_lastSearchPad].empty() )
+ {
+ SetSearchResultsReady();
+ return;
+ }
+
+ DWORD sessionIDCount = min( XSESSION_SEARCH_MAX_IDS, friendsSessions[m_lastSearchPad].size() );
+ SessionID *sessionIDList = new SessionID[sessionIDCount];
+
+ for(DWORD i = 0; i < sessionIDCount; ++i)
+ {
+ sessionIDList[i] = friendsSessions[m_lastSearchPad].at(i)->sessionId;
+ }
+
+ DWORD dwStatus = ERROR_SUCCESS;
+ DWORD cbResults = 0;
+ // In this first call, explicitly pass in a null pointer and a buffer size
+ // of 0. This forces the function to set cbResults to the correct buffer
+ // size.
+
+ dwStatus = XSessionSearchByIds(
+ sessionIDCount,
+ sessionIDList,
+ g_NetworkManager.GetPrimaryPad(),
+ &cbResults, // Pass in the address of the size variable
+ NULL,
+ NULL // This example uses the synchronous model
+ );
+
+ XOVERLAPPED *pOverlapped = new XOVERLAPPED();
+ ZeroMemory(pOverlapped, sizeof(XOVERLAPPED));
+
+ // If the function returns ERROR_INSUFFICIENT_BUFFER cbResults has been
+ // changed to reflect the size buffer that will be necessary for this call. Use
+ // the new size to allocate a buffer of the appropriate size.
+ if (ERROR_INSUFFICIENT_BUFFER == dwStatus && cbResults > 0)
+ {
+ // Allocate this on the main thread rather in the search thread which might run out of memory
+ m_pSearchResults[m_lastSearchPad] = (XSESSION_SEARCHRESULT_HEADER *) new BYTE[cbResults];
+
+ if (!m_pSearchResults[m_lastSearchPad])
+ {
+ dwStatus = ERROR_OUTOFMEMORY;
+ // Handle this "out of title memory" case and abort the read.
+ }
+
+ ZeroMemory(m_pSearchResults[m_lastSearchPad], cbResults);
+
+ // Next, call the function again with the exact same parameters, except
+ // this time use the modified buffer size and a pointer to a buffer that
+ // matches it.
+ dwStatus = XSessionSearchByIds(
+ sessionIDCount,
+ sessionIDList,
+ g_NetworkManager.GetPrimaryPad(),
+ &cbResults, // Pass in the address of the size variable
+ m_pSearchResults[m_lastSearchPad],
+ pOverlapped
+ );
+ }
+
+ // Test the result of either the first call (if it failed with
+ // something other than ERROR_INSUFFICIENT_BUFFER) or the subsequent call.
+ // If the function does not succeed after allocating a buffer of the appropriate size
+ // succeed, something else is wrong.
+ if (ERROR_IO_PENDING != dwStatus)//ERROR_SUCCESS != dwStatus)
+ {
+ // Handle other errors.
+ app.DebugPrintf("An error occured while enumerating sessions\n");
+ SetSearchResultsReady();
+
+ delete [] sessionIDList;
+ }
+ else if ( cbResults > 0 )
+ {
+ SearchForGamesData *threadData = new SearchForGamesData();
+ threadData->sessionIDCount = sessionIDCount;
+ threadData->searchBuffer = m_pSearchResults[m_lastSearchPad];
+ threadData->ppQos = &m_pQoSResult[m_lastSearchPad];
+ threadData->pOverlapped = pOverlapped;
+ threadData->sessionIDList = sessionIDList;
+
+ m_SearchingThread = new C4JThread(&CPlatformNetworkManagerXbox::SearchForGamesThreadProc, threadData, "SearchForGames");
+ m_SearchingThread->SetProcessor( 2 );
+ m_SearchingThread->Run();
+ }
+ else
+ {
+ SetSearchResultsReady();
+ }
+}
+
+int CPlatformNetworkManagerXbox::SearchForGamesThreadProc( void* lpParameter )
+{
+ SearchForGamesData *threadData = (SearchForGamesData *)lpParameter;
+
+ DWORD sessionIDCount = threadData->sessionIDCount;
+
+ XOVERLAPPED *pOverlapped = threadData->pOverlapped;
+
+ DWORD dwStatus = ERROR_SUCCESS;
+ DWORD cbResults = sessionIDCount;
+ XSESSION_SEARCHRESULT_HEADER *pSearchResults = (XSESSION_SEARCHRESULT_HEADER *)threadData->searchBuffer;
+
+ while( !XHasOverlappedIoCompleted(pOverlapped) )
+ {
+ Sleep(100);
+ }
+ delete pOverlapped;
+ delete [] threadData->sessionIDList;
+
+ if( pSearchResults->dwSearchResults == 0 )
+ {
+ g_pPlatformNetworkManager->SetSearchResultsReady();
+ return 0;
+ }
+
+ // TODO 4J Stu - Is there a nicer way to allocate less here?
+ const XNADDR *QoSxnaddr[XSESSION_SEARCH_MAX_IDS];// = new XNADDR*[sessionIDCount];
+ const SessionID *QoSxnkid[XSESSION_SEARCH_MAX_IDS];// = new XNKID*[sessionIDCount]; // Note SessionID is just typedef'd to be a XNKID on xbox
+ const XNKEY *QoSxnkey[XSESSION_SEARCH_MAX_IDS];// = new XNKEY*[sessionIDCount];
+
+
+ for(DWORD i = 0; i < pSearchResults->dwSearchResults; ++i)
+ {
+ QoSxnaddr[i] = &pSearchResults->pResults[i].info.hostAddress;
+ QoSxnkid[i] = &pSearchResults->pResults[i].info.sessionID;
+ QoSxnkey[i] = &pSearchResults->pResults[i].info.keyExchangeKey;
+ }
+ // Create an event object that is autoreset with an initial state of "not signaled".
+ // Pass this event handle to the QoSLookup to receive notification of each QoS lookup.
+ HANDLE QoSLookupHandle = CreateEvent(NULL, false, false, NULL);
+
+ *threadData->ppQos = new XNQOS();
+
+ INT iRet = XNetQosLookup(
+ pSearchResults->dwSearchResults, // Number of remote Xbox 360 consoles to probe
+ QoSxnaddr, // Array of pointers to XNADDR structures
+ QoSxnkid, // Array of pointers to XNKID structures that contain session IDs for the remote Xbox 360 consoles
+ QoSxnkey, // Array of pointers to XNKEY structures that contain key-exchange keys for the remote Xbox 360 consoles
+ 0, // Number of security gateways to probe
+ NULL, // Pointer to an array of IN_ADDR structures that contain the IP addresses of the security gateways
+ NULL, // Pointer to an array of service IDs for the security gateway
+ 8, // Number of desired probe replies to receive
+ 0, // Maximum upstream bandwidth that the outgoing QoS probe packets can consume
+ 0, // Flags
+ QoSLookupHandle, // Event handle
+ threadData->ppQos ); // Pointer to a pointer to an XNQOS structure that receives the results from the QoS probes
+
+ if( 0 != iRet )
+ {
+ app.DebugPrintf( "XNetQosLookup failed with error 0x%08x", iRet);
+ g_pPlatformNetworkManager->SetSearchResultsReady();
+ }
+ else
+ {
+
+ //m_bQoSTesting = TRUE;
+
+ // Wait for results to all complete. cxnqosPending will eventually hit zero.
+ // Pause thread waiting for QosLookup events to be triggered.
+ while ( (*threadData->ppQos)->cxnqosPending != 0 )
+ {
+ // 4J Stu - We could wait for INFINITE if we weren't watching for the kill flag
+ WaitForSingleObject(QoSLookupHandle, 100);
+ }
+
+ // Close handle
+ CloseHandle( QoSLookupHandle );
+
+ g_pPlatformNetworkManager->SetSearchResultsReady(pSearchResults->dwSearchResults);
+ }
+
+ return 0;
+}
+
+void CPlatformNetworkManagerXbox::SetSearchResultsReady(int resultCount )
+{
+ m_bSearchResultsReady = true;
+ m_searchResultsCount[m_lastSearchPad] = resultCount;
+}
+
+vector<FriendSessionInfo *> *CPlatformNetworkManagerXbox::GetSessionList(int iPad, int localPlayers, bool partyOnly)
+{
+ vector<FriendSessionInfo *> *filteredList = new vector<FriendSessionInfo *>();;
+
+ 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];
+
+ // No room for us, so ignore it
+ // 4J Stu - pSearchResult should never be NULL, but just in case...
+ if(pSearchResult == NULL || pSearchResult->dwOpenPublicSlots < localPlayers) 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 && (!partyOnly || (partyOnly && sessionInfo->hasPartyMember) ) )
+ {
+ 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) continue;
+
+ // Print some info about this result.
+ app.DebugPrintf( "Search result %u:\n", dwResult );
+ //app.DebugPrintf( " public slots open = %u, filled = %u\n", pSearchResult->dwOpenPublicSlots, pSearchResult->dwFilledPublicSlots );
+ //app.DebugPrintf( " private slots open = %u, filled = %u\n", pSearchResult->dwOpenPrivateSlots, pSearchResult->dwFilledPrivateSlots );
+
+ // See if this result was contacted successfully via QoS probes.
+ pxnqi = &m_pCurrentQoSResult[iPad]->axnqosinfo[dwResult];
+ if( pxnqi->bFlags & XNET_XNQOSINFO_TARGET_CONTACTED )
+ {
+ // Print the round trip time and the rough estimation of
+ // bandwidth.
+ //app.DebugPrintf( " RTT min = %u, med = %u\n", pxnqi->wRttMinInMsecs, pxnqi->wRttMedInMsecs );
+ //app.DebugPrintf( " bps up = %u, down = %u\n", pxnqi->dwUpBitsPerSec, pxnqi->dwDnBitsPerSec );
+
+ if(pxnqi->cbData > 0)
+ {
+ sessionInfo->data = *(GameSessionData *)pxnqi->pbData;
+
+ wstring gamerName = convStringToWstring(sessionInfo->data.hostName);
+#ifndef _CONTENT_PACKAGE
+ if(app.DebugSettingsOn() && (app.GetGameSettingsDebugMask()&(1L<<eDebugSetting_DebugLeaderboards)))
+ {
+ swprintf(sessionInfo->displayLabel,app.GetString(IDS_GAME_HOST_NAME),L"WWWWWWWWWWWWWWWW");
+ }
+ else
+#endif
+ {
+ swprintf(sessionInfo->displayLabel,app.GetString(IDS_GAME_HOST_NAME),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)
+ {
+ //printf("This game is valid\n");
+ //if( foundSession ) friendsSessions.erase(itFriendSession);
+ FriendSessionInfo *newInfo = new FriendSessionInfo();
+ newInfo->data = sessionInfo->data;
+ newInfo->displayLabel = new wchar_t[100];
+ memcpy(newInfo->displayLabel, sessionInfo->displayLabel, 100 * sizeof(wchar_t) );
+ newInfo->displayLabelLength = sessionInfo->displayLabelLength;
+ newInfo->hasPartyMember = sessionInfo->hasPartyMember;
+ newInfo->searchResult = sessionInfo->searchResult;
+ newInfo->sessionId = sessionInfo->sessionId;
+ filteredList->push_back(newInfo);
+ }
+ #ifndef _CONTENT_PACKAGE
+ if( sessionInfo->data.netVersion != MINECRAFT_NET_VERSION )
+ {
+ wprintf(L"%ls version of %d does not match our version of %d\n", sessionInfo->displayLabel, sessionInfo->data.netVersion, MINECRAFT_NET_VERSION);
+ }
+ #endif
+ }
+ }
+ }
+
+ return filteredList;
+}
+
+// This runs through the search results for a session matching sessionId, then returns the full details in foundSessionInfo
+bool CPlatformNetworkManagerXbox::GetGameSessionInfo(int iPad, SessionID sessionId, FriendSessionInfo *foundSessionInfo)
+{
+ 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 );
+}
+
+void CPlatformNetworkManagerXbox::SetSessionsUpdatedCallback( void (*SessionsUpdatedCallback)(LPVOID pParam), LPVOID pSearchParam )
+{
+ m_SessionsUpdatedCallback = SessionsUpdatedCallback; m_pSearchParam = pSearchParam;
+}
+
+void CPlatformNetworkManagerXbox::GetFullFriendSessionInfo( FriendSessionInfo *foundSession, void (* FriendSessionUpdatedFn)(bool success, void *pParam), void *pParam )
+{
+ FriendSessionUpdatedFn(true, pParam);
+}
+
+void CPlatformNetworkManagerXbox::ForceFriendsSessionRefresh()
+{
+ app.DebugPrintf("Resetting friends session search data\n");
+ for(unsigned int i = 0; i < XUSER_MAX_COUNT; ++i)
+ {
+ m_searchResultsCount[i] = 0;
+ m_lastSearchStartTime[i] = 0;
+ delete m_pSearchResults[i];
+ m_pSearchResults[i] = NULL;
+ }
+}
+
+INetworkPlayer *CPlatformNetworkManagerXbox::addNetworkPlayer(IQNetPlayer *pQNetPlayer)
+{
+ NetworkPlayerXbox *pNetworkPlayer = new NetworkPlayerXbox(pQNetPlayer);
+ pQNetPlayer->SetCustomDataValue((ULONG_PTR)pNetworkPlayer);
+ currentNetworkPlayers.push_back( pNetworkPlayer );
+ return pNetworkPlayer;
+}
+
+void CPlatformNetworkManagerXbox::removeNetworkPlayer(IQNetPlayer *pQNetPlayer)
+{
+ INetworkPlayer *pNetworkPlayer = getNetworkPlayer(pQNetPlayer);
+ for( AUTO_VAR(it, currentNetworkPlayers.begin()); it != currentNetworkPlayers.end(); it++ )
+ {
+ if( *it == pNetworkPlayer )
+ {
+ currentNetworkPlayers.erase(it);
+ return;
+ }
+ }
+}
+
+INetworkPlayer *CPlatformNetworkManagerXbox::getNetworkPlayer(IQNetPlayer *pQNetPlayer)
+{
+ return pQNetPlayer ? (INetworkPlayer *)(pQNetPlayer->GetCustomDataValue()) : NULL;
+}
+
+
+INetworkPlayer *CPlatformNetworkManagerXbox::GetLocalPlayerByUserIndex(int userIndex )
+{
+ return getNetworkPlayer(m_pIQNet->GetLocalPlayerByUserIndex(userIndex));
+}
+
+INetworkPlayer *CPlatformNetworkManagerXbox::GetPlayerByIndex(int playerIndex)
+{
+ return getNetworkPlayer(m_pIQNet->GetPlayerByIndex(playerIndex));
+}
+
+INetworkPlayer * CPlatformNetworkManagerXbox::GetPlayerByXuid(PlayerUID xuid)
+{
+ return getNetworkPlayer( m_pIQNet->GetPlayerByXuid(xuid)) ;
+}
+
+INetworkPlayer * CPlatformNetworkManagerXbox::GetPlayerBySmallId(unsigned char smallId)
+{
+ return getNetworkPlayer(m_pIQNet->GetPlayerBySmallId(smallId));
+}
+
+INetworkPlayer *CPlatformNetworkManagerXbox::GetHostPlayer()
+{
+ return getNetworkPlayer(m_pIQNet->GetHostPlayer());
+}
+
+bool CPlatformNetworkManagerXbox::IsHost()
+{
+ return m_pIQNet->IsHost() && !m_bHostChanged;
+}
+
+bool CPlatformNetworkManagerXbox::JoinGameFromInviteInfo( int userIndex, int userMask, const INVITE_INFO *pInviteInfo)
+{
+ return ( m_pIQNet->JoinGameFromInviteInfo( userIndex, userMask, pInviteInfo ) == S_OK);
+}
+
+void CPlatformNetworkManagerXbox::SetSessionTexturePackParentId( int id )
+{
+ m_hostGameSessionData.texturePackParentId = id;
+}
+
+void CPlatformNetworkManagerXbox::SetSessionSubTexturePackId( int id )
+{
+ m_hostGameSessionData.subTexturePackId = id;
+}
+
+void CPlatformNetworkManagerXbox::Notify(int ID, ULONG_PTR Param)
+{
+ m_pIQNet->Notify( ID, Param );
+}
+
+bool CPlatformNetworkManagerXbox::IsInSession()
+{
+ return m_pIQNet->GetState() != QNET_STATE_IDLE;
+}
+
+bool CPlatformNetworkManagerXbox::IsInGameplay()
+{
+ return m_pIQNet->GetState() == QNET_STATE_GAME_PLAY;
+}
+
+bool CPlatformNetworkManagerXbox::IsReadyToPlayOrIdle()
+{
+ return true;
+}