first commit

This commit is contained in:
murdle
2026-03-01 02:38:58 +02:00
commit 19250b9db4
19111 changed files with 4358159 additions and 0 deletions

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#include "stdafx.h"
#include "NetworkPlayerXbox.h"
NetworkPlayerXbox::NetworkPlayerXbox(IQNetPlayer *qnetPlayer)
{
m_qnetPlayer = qnetPlayer;
m_pSocket = NULL;
}
unsigned char NetworkPlayerXbox::GetSmallId()
{
return m_qnetPlayer->GetSmallId();
}
void NetworkPlayerXbox::SendData(INetworkPlayer *player, const void *pvData, int dataSize, bool lowPriority)
{
DWORD flags;
flags = QNET_SENDDATA_RELIABLE | QNET_SENDDATA_SEQUENTIAL;
if( lowPriority ) flags |= QNET_SENDDATA_LOW_PRIORITY | QNET_SENDDATA_SECONDARY;
m_qnetPlayer->SendData(((NetworkPlayerXbox *)player)->m_qnetPlayer, pvData, dataSize, flags);
}
bool NetworkPlayerXbox::IsSameSystem(INetworkPlayer *player)
{
return ( m_qnetPlayer->IsSameSystem(((NetworkPlayerXbox *)player)->m_qnetPlayer) == TRUE );
}
int NetworkPlayerXbox::GetSendQueueSizeBytes( INetworkPlayer *player, bool lowPriority )
{
DWORD flags = QNET_GETSENDQUEUESIZE_BYTES;
if( lowPriority ) flags |= QNET_GETSENDQUEUESIZE_SECONDARY_TYPE;
return m_qnetPlayer->GetSendQueueSize(player ? ((NetworkPlayerXbox *)player)->m_qnetPlayer : NULL , flags);
}
int NetworkPlayerXbox::GetSendQueueSizeMessages( INetworkPlayer *player, bool lowPriority )
{
DWORD flags = QNET_GETSENDQUEUESIZE_MESSAGES;
if( lowPriority ) flags |= QNET_GETSENDQUEUESIZE_SECONDARY_TYPE;
return m_qnetPlayer->GetSendQueueSize(player ? ((NetworkPlayerXbox *)player)->m_qnetPlayer : NULL , flags);
}
int NetworkPlayerXbox::GetCurrentRtt()
{
return m_qnetPlayer->GetCurrentRtt();
}
bool NetworkPlayerXbox::IsHost()
{
return ( m_qnetPlayer->IsHost() == TRUE );
}
bool NetworkPlayerXbox::IsGuest()
{
return ( m_qnetPlayer->IsGuest() == TRUE );
}
bool NetworkPlayerXbox::IsLocal()
{
return ( m_qnetPlayer->IsLocal() == TRUE );
}
int NetworkPlayerXbox::GetSessionIndex()
{
return m_qnetPlayer->GetSessionIndex();
}
bool NetworkPlayerXbox::IsTalking()
{
return ( m_qnetPlayer->IsTalking() == TRUE );
}
bool NetworkPlayerXbox::IsMutedByLocalUser(int userIndex)
{
return ( m_qnetPlayer->IsMutedByLocalUser(userIndex) == TRUE );
}
bool NetworkPlayerXbox::HasVoice()
{
return ( m_qnetPlayer->HasVoice() == TRUE );
}
bool NetworkPlayerXbox::HasCamera()
{
return ( m_qnetPlayer->HasCamera() == TRUE );
}
int NetworkPlayerXbox::GetUserIndex()
{
return m_qnetPlayer->GetUserIndex();
}
void NetworkPlayerXbox::SetSocket(Socket *pSocket)
{
m_pSocket = pSocket;
}
Socket *NetworkPlayerXbox::GetSocket()
{
return m_pSocket;
}
PlayerUID NetworkPlayerXbox::GetUID()
{
return m_qnetPlayer->GetXuid();
}
const wchar_t *NetworkPlayerXbox::GetOnlineName()
{
return m_qnetPlayer->GetGamertag();
}
std::wstring NetworkPlayerXbox::GetDisplayName()
{
return m_qnetPlayer->GetGamertag();
}
IQNetPlayer *NetworkPlayerXbox::GetQNetPlayer()
{
return m_qnetPlayer;
}

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#pragma once
#include "..\..\Common\Network\NetworkPlayerInterface.h"
// This is an implementation of the INetworkPlayer interface, for Xbox 360. It effectively wraps the IQNetPlayer class in a non-platform-specific way. It is
// managed by PlatformNetworkManagerXbox.
class NetworkPlayerXbox : public INetworkPlayer
{
public:
// Common player interface
NetworkPlayerXbox(IQNetPlayer *qnetPlayer);
virtual unsigned char GetSmallId();
virtual void SendData(INetworkPlayer *player, const void *pvData, int dataSize, bool lowPriority);
virtual bool IsSameSystem(INetworkPlayer *player);
virtual int GetSendQueueSizeBytes( INetworkPlayer *player, bool lowPriority );
virtual int GetSendQueueSizeMessages( INetworkPlayer *player, bool lowPriority );
virtual int GetCurrentRtt();
virtual bool IsHost();
virtual bool IsGuest();
virtual bool IsLocal();
virtual int GetSessionIndex();
virtual bool IsTalking();
virtual bool IsMutedByLocalUser(int userIndex);
virtual bool HasVoice();
virtual bool HasCamera();
virtual int GetUserIndex();
virtual void SetSocket(Socket *pSocket);
virtual Socket *GetSocket();
virtual const wchar_t *GetOnlineName();
virtual std::wstring GetDisplayName();
virtual PlayerUID GetUID();
// Extra xbox-specific things
IQNetPlayer *GetQNetPlayer();
private:
IQNetPlayer *m_qnetPlayer;
Socket *m_pSocket;
};

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#pragma once
using namespace std;
#include <vector>
#include <qnet.h>
#include "..\..\..\Minecraft.World\C4JThread.h"
#include "..\..\Common\Network\NetworkPlayerInterface.h"
#include "..\..\Common\Network\PlatformNetworkManagerInterface.h"
#include "..\..\Common\Network\SessionInfo.h"
// This is how often we allow a search for new games
#define MINECRAFT_XSESSION_SEARCH_DELAY_MILLISECONDS 30000
// This is the xbox 360 specific implementation of CPlatformNetworkManager. It is implemented using QNET. There shouldn't be any general game code in here, this class is
// for providing a bridge between the common game-side network implementation, and the lowest level platform specific libraries (QNET in this case).
class CPlatformNetworkManagerXbox : public CPlatformNetworkManager, public IQNetCallbacks
{
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 IsInStatsEnabledSession();
virtual bool IsReadyToPlayOrIdle();
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 = true; }
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 = NULL);
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;
PlayerFlags(INetworkPlayer *pNetworkPlayer, unsigned int count);
~PlayerFlags();
};
vector<PlayerFlags *> m_playerFlags;
void SystemFlagAddPlayer(INetworkPlayer *pNetworkPlayer);
void SystemFlagRemovePlayer(INetworkPlayer *pNetworkPlayer);
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();
// IQNetcallback interface functions
VOID NotifyStateChanged( __in QNET_STATE OldState, __in QNET_STATE NewState, __in HRESULT hrInfo );
VOID NotifyPlayerJoined( __in IQNetPlayer *pQNetPlayer );
VOID NotifyPlayerLeaving(__in IQNetPlayer *pQNetPlayer );
VOID NotifyNewHost( __in IQNetPlayer * pQNetPlayer);
VOID NotifyDataReceived( __in IQNetPlayer * pQNetPlayerFrom, __in DWORD dwNumPlayersTo, __in_ecount(dwNumPlayersTo) IQNetPlayer ** apQNetPlayersTo, __in_bcount(dwDataSize) const BYTE * pbData, __in DWORD dwDataSize);
VOID NotifyWriteStats( __in IQNetPlayer * pQNetPlayer );
VOID NotifyReadinessChanged(__in IQNetPlayer * pQNetPlayer, __in BOOL bReady);
VOID NotifyCommSettingsChanged(__in IQNetPlayer * pQNetPlayer);
VOID NotifyGameSearchComplete(__in IQNetGameSearch * pGameSearch, __in HRESULT hrComplete, __in DWORD dwNumResults);
VOID NotifyGameInvite( __in DWORD dwUserIndex, __in const INVITE_INFO * pInviteInfo );
VOID NotifyContextChanged( __in const XUSER_CONTEXT * pContext);
VOID NotifyPropertyChanged( __in const XUSER_PROPERTY * pProperty);
};

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#pragma once
const int MINECRAFT_NET_MAX_PLAYERS = 8;