From 119bff351450ea16ffda550b6e0f67379b29f708 Mon Sep 17 00:00:00 2001 From: void_17 Date: Mon, 2 Mar 2026 17:37:16 +0700 Subject: Revert "shared_ptr -> std::shared_ptr" This reverts commit 7074f35e4ba831e358117842b99ee35b87f85ae5. --- .../Durango/Network/ChatIntegrationLayer.cpp | 152 ++++++++++----------- .../Durango/Network/ChatIntegrationLayer.h | 60 ++++---- 2 files changed, 106 insertions(+), 106 deletions(-) (limited to 'Minecraft.Client/Durango/Network') diff --git a/Minecraft.Client/Durango/Network/ChatIntegrationLayer.cpp b/Minecraft.Client/Durango/Network/ChatIntegrationLayer.cpp index a3b3c981..232b4dd3 100644 --- a/Minecraft.Client/Durango/Network/ChatIntegrationLayer.cpp +++ b/Minecraft.Client/Durango/Network/ChatIntegrationLayer.cpp @@ -12,7 +12,7 @@ using namespace Windows::Foundation; using namespace Windows::Xbox::System; -// To integrate the Chat DLL in your game, you can use this ChatIntegrationLayer class with modifications, +// To integrate the Chat DLL in your game, you can use this ChatIntegrationLayer class with modifications, // or create your own design your own class using the code in this file a guide. std::shared_ptr GetChatIntegrationLayer() { @@ -25,12 +25,12 @@ std::shared_ptr GetChatIntegrationLayer() return chatIntegrationLayerInstance; } -ChatIntegrationLayer::ChatIntegrationLayer() +ChatIntegrationLayer::ChatIntegrationLayer() { ZeroMemory( m_chatVoicePacketsStatistic, sizeof(m_chatVoicePacketsStatistic) ); } -void ChatIntegrationLayer::InitializeChatManager( +void ChatIntegrationLayer::InitializeChatManager( __in bool combineCaptureBuffersIntoSinglePacket, __in bool useKinectAsCaptureSource, __in bool applySoundEffectsToCapturedAudio, @@ -69,9 +69,9 @@ void ChatIntegrationLayer::InitializeChatManager( m_chatManager->ChatSettings->PerformanceCountersEnabled = true; #endif - // Upon enter constrained mode, mute everyone. + // Upon enter constrained mode, mute everyone. // Upon leaving constrained mode, unmute everyone who was previously muted. - m_tokenResourceAvailabilityChanged = Windows::ApplicationModel::Core::CoreApplication::ResourceAvailabilityChanged += + m_tokenResourceAvailabilityChanged = Windows::ApplicationModel::Core::CoreApplication::ResourceAvailabilityChanged += ref new EventHandler< Platform::Object^ >( [weakPtrToThis] (Platform::Object^, Platform::Object^ ) { // Using a std::weak_ptr instead of 'this' to avoid dangling pointer if caller class is released. @@ -99,7 +99,7 @@ void ChatIntegrationLayer::InitializeChatManager( } }); - m_tokenOnDebugMessage = m_chatManager->OnDebugMessage += + m_tokenOnDebugMessage = m_chatManager->OnDebugMessage += ref new Windows::Foundation::EventHandler( [weakPtrToThis] ( Platform::Object^, Microsoft::Xbox::GameChat::DebugMessageEventArgs^ args ) { @@ -112,8 +112,8 @@ void ChatIntegrationLayer::InitializeChatManager( } }); - m_tokenOnOutgoingChatPacketReady = m_chatManager->OnOutgoingChatPacketReady += - ref new Windows::Foundation::EventHandler( + m_tokenOnOutgoingChatPacketReady = m_chatManager->OnOutgoingChatPacketReady += + ref new Windows::Foundation::EventHandler( [weakPtrToThis] ( Platform::Object^, Microsoft::Xbox::GameChat::ChatPacketEventArgs^ args ) { // Using a std::weak_ptr instead of 'this' to avoid dangling pointer if caller class is released. @@ -125,16 +125,16 @@ void ChatIntegrationLayer::InitializeChatManager( } }); - m_tokenOnCompareUniqueConsoleIdentifiers = m_chatManager->OnCompareUniqueConsoleIdentifiers += - ref new Microsoft::Xbox::GameChat::CompareUniqueConsoleIdentifiersHandler( - [weakPtrToThis] ( Platform::Object^ obj1, Platform::Object^ obj2 ) - { + m_tokenOnCompareUniqueConsoleIdentifiers = m_chatManager->OnCompareUniqueConsoleIdentifiers += + ref new Microsoft::Xbox::GameChat::CompareUniqueConsoleIdentifiersHandler( + [weakPtrToThis] ( Platform::Object^ obj1, Platform::Object^ obj2 ) + { // Using a std::weak_ptr instead of 'this' to avoid dangling pointer if caller class is released. // Simply unregistering the callback in the destructor isn't enough to prevent a dangling pointer std::shared_ptr sharedPtrToThis(weakPtrToThis.lock()); if( sharedPtrToThis != nullptr ) { - return sharedPtrToThis->CompareUniqueConsoleIdentifiers(obj1, obj2); + return sharedPtrToThis->CompareUniqueConsoleIdentifiers(obj1, obj2); } else { @@ -142,10 +142,10 @@ void ChatIntegrationLayer::InitializeChatManager( } }); - m_tokenUserAudioDeviceAdded = WXS::User::AudioDeviceAdded += + m_tokenUserAudioDeviceAdded = WXS::User::AudioDeviceAdded += ref new Windows::Foundation::EventHandler( - [weakPtrToThis] ( Platform::Object^, WXS::AudioDeviceAddedEventArgs^ value ) - { + [weakPtrToThis] ( Platform::Object^, WXS::AudioDeviceAddedEventArgs^ value ) + { std::shared_ptr sharedPtrToThis(weakPtrToThis.lock()); if( sharedPtrToThis != nullptr ) { @@ -153,10 +153,10 @@ void ChatIntegrationLayer::InitializeChatManager( } }); - m_tokenUserAudioDeviceRemoved = WXS::User::AudioDeviceRemoved += + m_tokenUserAudioDeviceRemoved = WXS::User::AudioDeviceRemoved += ref new Windows::Foundation::EventHandler( - [weakPtrToThis] ( Platform::Object^, WXS::AudioDeviceRemovedEventArgs^ value ) - { + [weakPtrToThis] ( Platform::Object^, WXS::AudioDeviceRemovedEventArgs^ value ) + { std::shared_ptr sharedPtrToThis(weakPtrToThis.lock()); if( sharedPtrToThis != nullptr ) { @@ -164,10 +164,10 @@ void ChatIntegrationLayer::InitializeChatManager( } }); - m_tokenUserAudioDeviceChanged = WXS::User::AudioDeviceChanged += + m_tokenUserAudioDeviceChanged = WXS::User::AudioDeviceChanged += ref new Windows::Foundation::EventHandler( - [weakPtrToThis] ( Platform::Object^, WXS::AudioDeviceChangedEventArgs^ value ) - { + [weakPtrToThis] ( Platform::Object^, WXS::AudioDeviceChangedEventArgs^ value ) + { std::shared_ptr sharedPtrToThis(weakPtrToThis.lock()); if( sharedPtrToThis != nullptr ) { @@ -175,16 +175,16 @@ void ChatIntegrationLayer::InitializeChatManager( } }); - //m_tokenSuspending = Windows::ApplicationModel::Core::CoreApplication::Suspending += + //m_tokenSuspending = Windows::ApplicationModel::Core::CoreApplication::Suspending += // ref new EventHandler< Windows::ApplicationModel::SuspendingEventArgs^ >( [weakPtrToThis] (Platform::Object^, Windows::ApplicationModel::SuspendingEventArgs^ args) //{ - // // Upon Suspending, nothing needs to be done + // // Upon Suspending, nothing needs to be done //}); - //m_tokenResuming = Windows::ApplicationModel::Core::CoreApplication::Resuming += + //m_tokenResuming = Windows::ApplicationModel::Core::CoreApplication::Resuming += // ref new EventHandler< Platform::Object^ >( [weakPtrToThis] (Platform::Object^, Windows::ApplicationModel::SuspendingEventArgs^ args) //{ - // // Upon Resuming, re-initialize the network, and reinitialize the chat session + // // Upon Resuming, re-initialize the network, and reinitialize the chat session //}); } @@ -215,14 +215,14 @@ void ChatIntegrationLayer::Shutdown() } } -void ChatIntegrationLayer::OnDebugMessageReceived( - __in Microsoft::Xbox::GameChat::DebugMessageEventArgs^ args +void ChatIntegrationLayer::OnDebugMessageReceived( + __in Microsoft::Xbox::GameChat::DebugMessageEventArgs^ args ) { - // To integrate the Chat DLL in your game, - // change this to false and remove the LogComment calls, + // To integrate the Chat DLL in your game, + // change this to false and remove the LogComment calls, // or integrate with your game's own UI/debug message logging system - bool outputToUI = false; + bool outputToUI = false; if( outputToUI ) { @@ -237,14 +237,14 @@ void ChatIntegrationLayer::OnDebugMessageReceived( } else { - // The string appear in the Visual Studio Output window + // The string appear in the Visual Studio Output window #ifndef _CONTENT_PACKAGE OutputDebugString( args->Message->Data() ); #endif } } -void ChatIntegrationLayer::GameUI_RecordPacketStatistic( +void ChatIntegrationLayer::GameUI_RecordPacketStatistic( __in Microsoft::Xbox::GameChat::ChatMessageType messageType, __in ChatPacketType chatPacketType ) @@ -261,7 +261,7 @@ void ChatIntegrationLayer::GameUI_RecordPacketStatistic( } } -int ChatIntegrationLayer::GameUI_GetPacketStatistic( +int ChatIntegrationLayer::GameUI_GetPacketStatistic( __in Microsoft::Xbox::GameChat::ChatMessageType messageType, __in ChatPacketType chatPacketType ) @@ -278,8 +278,8 @@ int ChatIntegrationLayer::GameUI_GetPacketStatistic( } } -void ChatIntegrationLayer::OnOutgoingChatPacketReady( - __in Microsoft::Xbox::GameChat::ChatPacketEventArgs^ args +void ChatIntegrationLayer::OnOutgoingChatPacketReady( + __in Microsoft::Xbox::GameChat::ChatPacketEventArgs^ args ) { byte *bytes; @@ -298,7 +298,7 @@ void ChatIntegrationLayer::OnOutgoingChatPacketReady( } -void ChatIntegrationLayer::OnIncomingChatMessage( +void ChatIntegrationLayer::OnIncomingChatMessage( unsigned int sessionAddress, Platform::Array^ message ) @@ -308,8 +308,8 @@ void ChatIntegrationLayer::OnIncomingChatMessage( // Instead your title should upon receiving a packet, extract the chat message from it, and then call m_chatManager->ProcessIncomingChatMessage as shown below // You will need to isolate chat messages to be unique from the rest of you game's other message types. - // uniqueRemoteConsoleIdentifier is a Platform::Object^ and can be cast or unboxed to most types. - // What exactly you use doesn't matter, but optimally it would be something that uniquely identifies a console on in the session. + // uniqueRemoteConsoleIdentifier is a Platform::Object^ and can be cast or unboxed to most types. + // What exactly you use doesn't matter, but optimally it would be something that uniquely identifies a console on in the session. // A Windows::Xbox::Networking::SecureDeviceAssociation^ is perfect to use if you have access to it. // This is how you would convert from byte array to a IBuffer^ @@ -331,7 +331,7 @@ void ChatIntegrationLayer::OnIncomingChatMessage( { Microsoft::Xbox::GameChat::ChatMessageType chatMessageType = m_chatManager->ProcessIncomingChatMessage(chatMessage, uniqueRemoteConsoleIdentifier); - GameUI_RecordPacketStatistic( chatMessageType, ChatPacketType::IncomingPacket ); + GameUI_RecordPacketStatistic( chatMessageType, ChatPacketType::IncomingPacket ); } } @@ -341,7 +341,7 @@ void ChatIntegrationLayer::AddAllLocallySignedInUsersToChatClient( __in Windows::Foundation::Collections::IVectorView^ locallySignedInUsers ) { - // To integrate the Chat DLL in your game, + // To integrate the Chat DLL in your game, // add all locally signed in users to the chat client for each( Windows::Xbox::System::User^ user in locallySignedInUsers ) { @@ -486,10 +486,10 @@ void ChatIntegrationLayer::AddLocalUserToChatChannel( __in Windows::Xbox::System::IUser^ user ) { - // Adds a local user to a specific channel. + // Adds a local user to a specific channel. - // This is helper function waits for the task to cm_chatManageromplete so shouldn't be called from the UI thread - // Remove the .wait() and return the result of concurrency::create_task() if you want to call it from the UI thread + // This is helper function waits for the task to cm_chatManageromplete so shouldn't be called from the UI thread + // Remove the .wait() and return the result of concurrency::create_task() if you want to call it from the UI thread // and chain PPL tasks together m_pDQRNet->LogComment( L">>>>>>>>>>>>> AddLocalUserToChatChannel" ); @@ -502,7 +502,7 @@ void ChatIntegrationLayer::AddLocalUserToChatChannel( // Error handling try { - t.get(); + t.get(); } catch ( Platform::Exception^ ex ) { @@ -513,19 +513,19 @@ void ChatIntegrationLayer::AddLocalUserToChatChannel( } } -void ChatIntegrationLayer::RemoveRemoteConsole( +void ChatIntegrationLayer::RemoveRemoteConsole( unsigned int address ) { - // uniqueConsoleIdentifier is a Platform::Object^ and can be cast or unboxed to most types. - // What exactly you use doesn't matter, but optimally it would be something that uniquely identifies a console on in the session. + // uniqueConsoleIdentifier is a Platform::Object^ and can be cast or unboxed to most types. + // What exactly you use doesn't matter, but optimally it would be something that uniquely identifies a console on in the session. // A Windows::Xbox::Networking::SecureDeviceAssociation^ is perfect to use if you have access to it. // This is how you would convert from an int to a Platform::Object^ // Platform::Object obj = IntToPlatformObject(5); - // This is helper function waits for the task to complete so shouldn't be called from the UI thread - // Remove the .wait() and return the result of concurrency::create_task() if you want to call it from the UI thread + // This is helper function waits for the task to complete so shouldn't be called from the UI thread + // Remove the .wait() and return the result of concurrency::create_task() if you want to call it from the UI thread // and chain PPL tasks together Platform::Object^ uniqueRemoteConsoleIdentifier = (Platform::Object^)address; @@ -538,7 +538,7 @@ void ChatIntegrationLayer::RemoveRemoteConsole( // Error handling try { - t.get(); + t.get(); } catch ( Platform::Exception^ ex ) { @@ -549,15 +549,15 @@ void ChatIntegrationLayer::RemoveRemoteConsole( } } -void ChatIntegrationLayer::RemoveUserFromChatChannel( +void ChatIntegrationLayer::RemoveUserFromChatChannel( __in uint8 channelIndex, - __in Windows::Xbox::System::IUser^ user + __in Windows::Xbox::System::IUser^ user ) { if( m_chatManager != nullptr ) { - // This is helper function waits for the task to complete so shouldn't be called from the UI thread - // Remove the .wait() and return the result of concurrency::create_task() if you want to call it from the UI thread + // This is helper function waits for the task to complete so shouldn't be called from the UI thread + // Remove the .wait() and return the result of concurrency::create_task() if you want to call it from the UI thread // and chain PPL tasks together auto asyncOp = m_chatManager->RemoveLocalUserFromChatChannelAsync( channelIndex, user ); @@ -577,13 +577,13 @@ void ChatIntegrationLayer::RemoveUserFromChatChannel( } } -void ChatIntegrationLayer::OnNewSessionAddressAdded( +void ChatIntegrationLayer::OnNewSessionAddressAdded( __in unsigned int address ) { m_pDQRNet->LogCommentFormat( L">>>>>>>>>>>>> OnNewSessionAddressAdded (%d)",address ); Platform::Object^ uniqueConsoleIdentifier = (Platform::Object^)address; - /// Call this when a new console connects. + /// Call this when a new console connects. /// This adds this console to the chat layer if( m_chatManager != nullptr ) { @@ -611,8 +611,8 @@ bool ChatIntegrationLayer::HasMicFocus() return false; } -Platform::Object^ ChatIntegrationLayer::IntToPlatformObject( - __in int val +Platform::Object^ ChatIntegrationLayer::IntToPlatformObject( + __in int val ) { return (Platform::Object^)val; @@ -621,23 +621,23 @@ Platform::Object^ ChatIntegrationLayer::IntToPlatformObject( //return Windows::Foundation::PropertyValue::CreateInt32(val); } -int ChatIntegrationLayer::PlatformObjectToInt( - __in Platform::Object^ uniqueRemoteConsoleIdentifier +int ChatIntegrationLayer::PlatformObjectToInt( + __in Platform::Object^ uniqueRemoteConsoleIdentifier ) { - return safe_cast( uniqueRemoteConsoleIdentifier ); + return safe_cast( uniqueRemoteConsoleIdentifier ); // You can also do the same using a PropertyValue. //return safe_cast(uniqueRemoteConsoleIdentifier)->GetInt32(); } -void ChatIntegrationLayer::HandleChatChannelChanged( - __in uint8 oldChatChannelIndex, - __in uint8 newChatChannelIndex, - __in Microsoft::Xbox::GameChat::ChatUser^ chatUser +void ChatIntegrationLayer::HandleChatChannelChanged( + __in uint8 oldChatChannelIndex, + __in uint8 newChatChannelIndex, + __in Microsoft::Xbox::GameChat::ChatUser^ chatUser ) { - // We remember if the local user was currently muted from all channels. And when we switch channels, + // We remember if the local user was currently muted from all channels. And when we switch channels, // we ensure that the state persists. For remote users, title should implement this themselves // based on title game design if they want to persist the muting state. @@ -674,8 +674,8 @@ void ChatIntegrationLayer::HandleChatChannelChanged( } } -void ChatIntegrationLayer::ChangeChatUserMuteState( - __in Microsoft::Xbox::GameChat::ChatUser^ chatUser +void ChatIntegrationLayer::ChangeChatUserMuteState( + __in Microsoft::Xbox::GameChat::ChatUser^ chatUser ) { /// Helper function to swap the mute state of a specific chat user @@ -692,8 +692,8 @@ void ChatIntegrationLayer::ChangeChatUserMuteState( } } -Microsoft::Xbox::GameChat::ChatUser^ ChatIntegrationLayer::GetChatUserByXboxUserId( - __in Platform::String^ xboxUserId +Microsoft::Xbox::GameChat::ChatUser^ ChatIntegrationLayer::GetChatUserByXboxUserId( + __in Platform::String^ xboxUserId ) { Windows::Foundation::Collections::IVectorView^ chatUsers = GetChatUsers(); @@ -704,14 +704,14 @@ Microsoft::Xbox::GameChat::ChatUser^ ChatIntegrationLayer::GetChatUserByXboxUser return chatUser; } } - + return nullptr; } -bool ChatIntegrationLayer::CompareUniqueConsoleIdentifiers( - __in Platform::Object^ uniqueRemoteConsoleIdentifier1, - __in Platform::Object^ uniqueRemoteConsoleIdentifier2 +bool ChatIntegrationLayer::CompareUniqueConsoleIdentifiers( + __in Platform::Object^ uniqueRemoteConsoleIdentifier1, + __in Platform::Object^ uniqueRemoteConsoleIdentifier2 ) { if (uniqueRemoteConsoleIdentifier1 == nullptr || uniqueRemoteConsoleIdentifier2 == nullptr) @@ -719,7 +719,7 @@ bool ChatIntegrationLayer::CompareUniqueConsoleIdentifiers( return false; } - // uniqueRemoteConsoleIdentifier is a Platform::Object^ and can be cast or unboxed to most types. + // uniqueRemoteConsoleIdentifier is a Platform::Object^ and can be cast or unboxed to most types. // We're using XRNS addresses, which are unsigned ints unsigned int address1 = safe_cast(uniqueRemoteConsoleIdentifier1); unsigned int address2 = safe_cast(uniqueRemoteConsoleIdentifier2); diff --git a/Minecraft.Client/Durango/Network/ChatIntegrationLayer.h b/Minecraft.Client/Durango/Network/ChatIntegrationLayer.h index 4470a22b..80b4e10a 100644 --- a/Minecraft.Client/Durango/Network/ChatIntegrationLayer.h +++ b/Minecraft.Client/Durango/Network/ChatIntegrationLayer.h @@ -16,7 +16,7 @@ enum ChatPacketType OutgoingPacket = 1 }; -class ChatIntegrationLayer +class ChatIntegrationLayer : public std::enable_shared_from_this // shared_from_this is needed to use a weak ref to 'this' when handling delegate callbacks { public: @@ -26,7 +26,7 @@ public: /// /// Initializes the chat manager /// - void InitializeChatManager( + void InitializeChatManager( __in bool combineCaptureBuffersIntoSinglePacketEnabled, __in bool useKinectAsCaptureSource, __in bool applySoundEffectToCapture, @@ -47,8 +47,8 @@ public: bool m_canCaptureAudio; }; - void AddLocalUser( __in Windows::Xbox::System::IUser^ user ); - void RemoveLocalUser( __in Windows::Xbox::System::IUser^ user ); + void AddLocalUser( __in Windows::Xbox::System::IUser^ user ); + void RemoveLocalUser( __in Windows::Xbox::System::IUser^ user ); void EvaluateDevicesForUser(__in Windows::Xbox::System::IUser^ user ); vector m_addedUsers; @@ -57,18 +57,18 @@ public: private: /// /// Adds a local user to a specific channel - /// This is helper function waits for the task to complete so shouldn't be called from the UI thread + /// This is helper function waits for the task to complete so shouldn't be called from the UI thread /// /// The channel to add the user to /// The local user to add - void AddLocalUserToChatChannel( + void AddLocalUserToChatChannel( __in uint8 channelIndex, __in Windows::Xbox::System::IUser^ user - ); + ); /// /// Removes a local user from a specific channel - /// This is helper function waits for the task to complete so shouldn't be called from the UI thread + /// This is helper function waits for the task to complete so shouldn't be called from the UI thread /// /// The channel to remove the user from /// The local user to remove @@ -80,10 +80,10 @@ public: /// /// Removes a remote console from chat - /// This is helper function waits for the task to complete so shouldn't be called from the UI thread + /// This is helper function waits for the task to complete so shouldn't be called from the UI thread /// /// A unique ID for the remote console - void RemoveRemoteConsole( + void RemoveRemoteConsole( unsigned int address ); @@ -92,7 +92,7 @@ public: /// /// A buffer containing the chat message /// A unique ID for the remote console - void OnIncomingChatMessage( + void OnIncomingChatMessage( unsigned int sessionAddress, Platform::Array^ message ); @@ -111,7 +111,7 @@ public: /// Helper function to swap the mute state of a specific chat user /// void ChangeChatUserMuteState( - __in Microsoft::Xbox::GameChat::ChatUser^ chatUser + __in Microsoft::Xbox::GameChat::ChatUser^ chatUser ); /// @@ -120,20 +120,20 @@ public: void HandleChatChannelChanged( __in uint8 oldChatChannelIndex, __in uint8 newChatChannelIndex, - __in Microsoft::Xbox::GameChat::ChatUser^ chatUser + __in Microsoft::Xbox::GameChat::ChatUser^ chatUser ); /// - /// Call this when a new console connects. + /// Call this when a new console connects. /// This adds this console to the chat layer /// - void OnNewSessionAddressAdded( - __in unsigned int address + void OnNewSessionAddressAdded( + __in unsigned int address ); /// /// Adds a list of locally signed in users that have intent to play to the chat session on a specific channel index. - /// Avoid adding any user who is signed in that doesn't have intent to play otherwise users who are biometrically + /// Avoid adding any user who is signed in that doesn't have intent to play otherwise users who are biometrically /// signed in automatically will be added to the chat session /// /// The channel to add the users to @@ -147,8 +147,8 @@ public: /// Handles when a debug message is received. Send this to the UI and OutputDebugString. Games should integrate with their existing log system. /// /// Contains the debug message to log - void OnDebugMessageReceived( - __in Microsoft::Xbox::GameChat::DebugMessageEventArgs^ args + void OnDebugMessageReceived( + __in Microsoft::Xbox::GameChat::DebugMessageEventArgs^ args ); /// @@ -161,8 +161,8 @@ public: /// It should send the chat message in order (if that feature is available) if args->SendInOrder is true /// /// Describes the packet to send - void OnOutgoingChatPacketReady( - __in Microsoft::Xbox::GameChat::ChatPacketEventArgs^ args + void OnOutgoingChatPacketReady( + __in Microsoft::Xbox::GameChat::ChatPacketEventArgs^ args ); /// @@ -189,13 +189,13 @@ public: /// /// Helper function to get specific ChatUser by xboxUserId /// - bool ChatIntegrationLayer::CompareUniqueConsoleIdentifiers( - __in Platform::Object^ uniqueRemoteConsoleIdentifier1, - __in Platform::Object^ uniqueRemoteConsoleIdentifier2 + bool ChatIntegrationLayer::CompareUniqueConsoleIdentifiers( + __in Platform::Object^ uniqueRemoteConsoleIdentifier1, + __in Platform::Object^ uniqueRemoteConsoleIdentifier2 ); /// - /// Helper function to return the ChatPerformanceCounters^ from the ChatManager so perf numbers can be shown on the UI + /// Helper function to return the ChatPerformanceCounters^ from the ChatManager so perf numbers can be shown on the UI /// These numbers will only be valid if m_chatManager->ChatSettings->PerformanceCountersEnabled is set to true. /// Microsoft::Xbox::GameChat::ChatPerformanceCounters^ GetChatPerformanceCounters(); @@ -204,13 +204,13 @@ public: /// Returns a count of the number of chat packets of a specific type that have been either sent or received. /// It is useful to monitor this number in the UI / logs to debug network issues. /// - int GameUI_GetPacketStatistic( + int GameUI_GetPacketStatistic( __in Microsoft::Xbox::GameChat::ChatMessageType messageType, __in ChatPacketType chatPacketType ); - - void OnControllerPairingChanged( - __in Windows::Xbox::Input::ControllerPairingChangedEventArgs^ args + + void OnControllerPairingChanged( + __in Windows::Xbox::Input::ControllerPairingChangedEventArgs^ args ); void ToggleRenderTargetVolume(); @@ -233,7 +233,7 @@ private: // Debug stats for chat packets. Use Debug_GetPacketStatistic() to get the values. /// It is useful to monitor this number in the UI / logs to debug network issues. - void GameUI_RecordPacketStatistic( + void GameUI_RecordPacketStatistic( __in Microsoft::Xbox::GameChat::ChatMessageType messageType, __in ChatPacketType chatPacketType ); -- cgit v1.2.3