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#pragma once
using namespace std;
#include <vector>
#include "..\..\..\Minecraft.World\C4JThread.h"
#include "NetworkPlayerInterface.h"
#include "PlatformNetworkManagerInterface.h"
#include "SessionInfo.h"
class CPlatformNetworkManagerStub : public CPlatformNetworkManager
{
friend class CGameNetworkManager;
public:
virtual bool Initialise(CGameNetworkManager *pGameNetworkManager, int flagIndexSize);
virtual void Terminate();
virtual int GetJoiningReadyPercentage();
virtual int CorrectErrorIDS(int IDS);
virtual void DoWork();
virtual int GetPlayerCount();
virtual int GetOnlinePlayerCount();
virtual int GetLocalPlayerMask(int playerIndex);
virtual bool AddLocalPlayerByUserIndex( int userIndex );
virtual bool RemoveLocalPlayerByUserIndex( int userIndex );
virtual INetworkPlayer *GetLocalPlayerByUserIndex( int userIndex );
virtual INetworkPlayer *GetPlayerByIndex(int playerIndex);
virtual INetworkPlayer * GetPlayerByXuid(PlayerUID xuid);
virtual INetworkPlayer * GetPlayerBySmallId(unsigned char smallId);
virtual bool ShouldMessageForFullSession();
virtual INetworkPlayer *GetHostPlayer();
virtual bool IsHost();
virtual bool JoinGameFromInviteInfo( int userIndex, int userMask, const INVITE_INFO *pInviteInfo);
virtual bool LeaveGame(bool bMigrateHost);
virtual bool IsInSession();
virtual bool IsInGameplay();
virtual bool IsReadyToPlayOrIdle();
virtual bool IsInStatsEnabledSession();
virtual bool SessionHasSpace(unsigned int spaceRequired = 1);
virtual void SendInviteGUI(int quadrant);
virtual bool IsAddingPlayer();
virtual void HostGame(int localUsersMask, bool bOnlineGame, bool bIsPrivate, unsigned char publicSlots = MINECRAFT_NET_MAX_PLAYERS, unsigned char privateSlots = 0);
virtual int JoinGame(FriendSessionInfo *searchResult, int localUsersMask, int primaryUserIndex );
virtual bool SetLocalGame(bool isLocal);
virtual bool IsLocalGame() { return m_bIsOfflineGame; }
virtual void SetPrivateGame(bool isPrivate);
virtual bool IsPrivateGame() { return m_bIsPrivateGame; }
virtual bool IsLeavingGame() { return m_bLeavingGame; }
virtual void ResetLeavingGame() { m_bLeavingGame = false; }
virtual void RegisterPlayerChangedCallback(int iPad, void (*callback)(void *callbackParam, INetworkPlayer *pPlayer, bool leaving), void *callbackParam);
virtual void UnRegisterPlayerChangedCallback(int iPad, void (*callback)(void *callbackParam, INetworkPlayer *pPlayer, bool leaving), void *callbackParam);
virtual void HandleSignInChange();
virtual bool _RunNetworkGame();
private:
bool isSystemPrimaryPlayer(IQNetPlayer *pQNetPlayer);
virtual bool _LeaveGame(bool bMigrateHost, bool bLeaveRoom);
virtual void _HostGame(int dwUsersMask, unsigned char publicSlots = MINECRAFT_NET_MAX_PLAYERS, unsigned char privateSlots = 0);
virtual bool _StartGame();
IQNet * m_pIQNet; // pointer to QNet interface
HANDLE m_notificationListener;
vector<IQNetPlayer *> m_machineQNetPrimaryPlayers; // collection of players that we deem to be the main one for that system
bool m_bLeavingGame;
bool m_bLeaveGameOnTick;
bool m_migrateHostOnLeave;
bool m_bHostChanged;
bool m_bIsOfflineGame;
bool m_bIsPrivateGame;
int m_flagIndexSize;
// This is only maintained by the host, and is not valid on client machines
GameSessionData m_hostGameSessionData;
CGameNetworkManager *m_pGameNetworkManager;
public:
virtual void UpdateAndSetGameSessionData(INetworkPlayer *pNetworkPlayerLeaving = nullptr);
private:
// TODO 4J Stu - Do we need to be able to have more than one of these?
void (*playerChangedCallback[XUSER_MAX_COUNT])(void *callbackParam, INetworkPlayer *pPlayer, bool leaving);
void *playerChangedCallbackParam[XUSER_MAX_COUNT];
static int RemovePlayerOnSocketClosedThreadProc( void* lpParam );
virtual bool RemoveLocalPlayer( INetworkPlayer *pNetworkPlayer );
// Things for handling per-system flags
class PlayerFlags
{
public:
INetworkPlayer *m_pNetworkPlayer;
unsigned char *flags;
unsigned int count;
int m_smallId;
PlayerFlags(INetworkPlayer *pNetworkPlayer, unsigned int count);
~PlayerFlags();
};
vector<PlayerFlags *> m_playerFlags;
void SystemFlagAddPlayer(INetworkPlayer *pNetworkPlayer);
void SystemFlagRemovePlayer(INetworkPlayer *pNetworkPlayer);
void SystemFlagRemoveBySmallId(int smallId);
void SystemFlagReset();
public:
virtual void SystemFlagSet(INetworkPlayer *pNetworkPlayer, int index);
virtual bool SystemFlagGet(INetworkPlayer *pNetworkPlayer, int index);
// For telemetry
private:
float m_lastPlayerEventTimeStart;
public:
wstring GatherStats();
wstring GatherRTTStats();
private:
vector<FriendSessionInfo *> friendsSessions[XUSER_MAX_COUNT];
int m_searchResultsCount[XUSER_MAX_COUNT];
int m_lastSearchStartTime[XUSER_MAX_COUNT];
// The results that will be filled in with the current search
XSESSION_SEARCHRESULT_HEADER *m_pSearchResults[XUSER_MAX_COUNT];
XNQOS *m_pQoSResult[XUSER_MAX_COUNT];
// The results from the previous search, which are currently displayed in the game
XSESSION_SEARCHRESULT_HEADER *m_pCurrentSearchResults[XUSER_MAX_COUNT];
XNQOS *m_pCurrentQoSResult[XUSER_MAX_COUNT];
int m_currentSearchResultsCount[XUSER_MAX_COUNT];
int m_lastSearchPad;
bool m_bSearchResultsReady;
bool m_bSearchPending;
LPVOID m_pSearchParam;
void (*m_SessionsUpdatedCallback)(LPVOID pParam);
C4JThread* m_SearchingThread;
void TickSearch();
void SearchForGames();
static int SearchForGamesThreadProc( void* lpParameter );
void SetSearchResultsReady(int resultCount = 0);
vector<INetworkPlayer *>currentNetworkPlayers;
INetworkPlayer *addNetworkPlayer(IQNetPlayer *pQNetPlayer);
void removeNetworkPlayer(IQNetPlayer *pQNetPlayer);
static INetworkPlayer *getNetworkPlayer(IQNetPlayer *pQNetPlayer);
virtual void SetSessionTexturePackParentId( int id );
virtual void SetSessionSubTexturePackId( int id );
virtual void Notify(int ID, ULONG_PTR Param);
public:
virtual vector<FriendSessionInfo *> *GetSessionList(int iPad, int localPlayers, bool partyOnly);
virtual bool GetGameSessionInfo(int iPad, SessionID sessionId,FriendSessionInfo *foundSession);
virtual void SetSessionsUpdatedCallback( void (*SessionsUpdatedCallback)(LPVOID pParam), LPVOID pSearchParam );
virtual void GetFullFriendSessionInfo( FriendSessionInfo *foundSession, void (* FriendSessionUpdatedFn)(bool success, void *pParam), void *pParam );
virtual void ForceFriendsSessionRefresh();
// Win64: used by accept thread to reject connections when server is at max players (so we don't assign smallId > max).
bool CanAcceptMoreConnections();
public:
void NotifyPlayerJoined( IQNetPlayer *pQNetPlayer );
void NotifyPlayerLeaving(IQNetPlayer* pQNetPlayer);
#ifndef _XBOX
void FakeLocalPlayerJoined() { NotifyPlayerJoined(m_pIQNet->GetLocalPlayerByUserIndex(0)); }
#endif
};
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