diff options
Diffstat (limited to 'Minecraft.Client/Xbox/Network/PlatformNetworkManagerXbox.cpp')
| -rw-r--r-- | Minecraft.Client/Xbox/Network/PlatformNetworkManagerXbox.cpp | 1769 |
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, ¤t->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, ¤t->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; +} |
