mirror of
https://git.huckle.dev/Huckles-Minecraft-Archive/4jcraft.git
synced 2026-06-17 01:42:01 +00:00
cleanup: flatten dead branches in common app and ui code
This commit is contained in:
@@ -28,14 +28,9 @@
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#include "../GameRules/ConsoleGameRules.h"
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#include "GameNetworkManager.h"
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#if !(0)
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#include "../UI/UI.h"
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#include "../UI/UIScene_PauseMenu.h"
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#endif
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#if 0
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#include "../../Minecraft.World/Stats/DurangoStats.h"
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#endif
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// Global instance
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CGameNetworkManager g_NetworkManager;
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@@ -72,32 +67,6 @@ void CGameNetworkManager::Terminate() {
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}
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void CGameNetworkManager::DoWork() {
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#if 0
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// did we get any notifications from the game listener?
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if (app.GetNotifications()->size() != 0) {
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PNOTIFICATION pNotification = app.GetNotifications()->back();
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switch (pNotification->dwNotification) {
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case XN_LIVE_LINK_STATE_CHANGED: {
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int iPrimaryPlayer = g_NetworkManager.GetPrimaryPad();
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bool bConnected = (pNotification->uiParam != 0) ? true : false;
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if ((g_NetworkManager.GetLockedProfile() != -1) &&
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iPrimaryPlayer != -1 && bConnected == false &&
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g_NetworkManager.IsInSession()) {
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app.SetAction(iPrimaryPlayer,
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eAppAction_EthernetDisconnected);
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}
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} break;
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case XN_LIVE_INVITE_ACCEPTED:
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s_pPlatformNetworkManager->Notify(pNotification->dwNotification,
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pNotification->uiParam);
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break;
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}
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app.GetNotifications()->pop_back();
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delete pNotification;
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}
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#endif
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s_pPlatformNetworkManager->DoWork();
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}
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@@ -141,9 +110,6 @@ bool CGameNetworkManager::_RunNetworkGame(void* lpParameter) {
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bool CGameNetworkManager::StartNetworkGame(Minecraft* minecraft,
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void* lpParameter) {
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#if 0
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ProfileManager.SetDeferredSignoutEnabled(true);
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#endif
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int64_t seed = 0;
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if (lpParameter != NULL) {
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@@ -165,18 +131,7 @@ bool CGameNetworkManager::StartNetworkGame(Minecraft* minecraft,
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// Load the tutorial save data here
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if (param->levelGen->requiresBaseSave() &&
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!param->levelGen->getBaseSavePath().empty()) {
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#if 0
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#ifdef _TU_BUILD
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std::wstring fileRoot =
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L"UPDATE:\\res\\GameRules\\" +
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param->levelGen->getBaseSavePath();
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#else
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std::wstring fileRoot =
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L"GAME:\\res\\TitleUpdate\\GameRules\\" +
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param->levelGen->getBaseSavePath();
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#endif
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#else
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#ifdef _WINDOWS64
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#if defined(_WINDOWS64)
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std::wstring fileRoot =
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L"Windows64Media\\Tutorial\\" +
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param->levelGen->getBaseSavePath();
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@@ -184,26 +139,13 @@ bool CGameNetworkManager::StartNetworkGame(Minecraft* minecraft,
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if (!root.exists())
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fileRoot = L"Windows64\\Tutorial\\" +
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param->levelGen->getBaseSavePath();
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#elif 0
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std::wstring fileRoot =
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L"/app0/orbis/Tutorial/" +
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param->levelGen->getBaseSavePath();
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#elif 0
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std::wstring fileRoot =
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L"PSVita/Tutorial/" +
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param->levelGen->getBaseSavePath();
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#elif 0
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std::wstring fileRoot =
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L"PS3/Tutorial/" +
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param->levelGen->getBaseSavePath();
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#else
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std::wstring fileRoot =
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L"Tutorial\\" + param->levelGen->getBaseSavePath();
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#endif
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#endif
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File grf(fileRoot);
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if (grf.exists()) {
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#ifdef _UNICODE
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#if defined(_UNICODE)
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std::wstring path = grf.getPath();
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const WCHAR* pchFilename = path.c_str();
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HANDLE fileHandle = CreateFile(
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@@ -272,9 +214,6 @@ bool CGameNetworkManager::StartNetworkGame(Minecraft* minecraft,
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C4JThread* thread =
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new C4JThread(&CGameNetworkManager::ServerThreadProc, lpParameter,
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"Server", 256 * 1024);
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#if 0 || 0
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thread->SetPriority(THREAD_PRIORITY_BELOW_NORMAL);
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#endif //0
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thread->SetProcessor(CPU_CORE_SERVER);
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thread->Run();
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@@ -292,7 +231,6 @@ bool CGameNetworkManager::StartNetworkGame(Minecraft* minecraft,
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Socket::Initialise(NULL);
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}
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#if 1
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Minecraft* pMinecraft = Minecraft::GetInstance();
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app.DebugPrintf("[NET] IsReadyToPlayOrIdle=%d IsInSession=%d\n",
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IsReadyToPlayOrIdle(), IsInSession());
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@@ -313,7 +251,6 @@ bool CGameNetworkManager::StartNetworkGame(Minecraft* minecraft,
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if (changedMessage) {
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pMinecraft->progressRenderer->progressStagePercentage(100);
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}
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#endif
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// If we aren't in session, then something bad must have happened - we
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// aren't joining, creating or ready play
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@@ -518,19 +455,12 @@ bool CGameNetworkManager::StartNetworkGame(Minecraft* minecraft,
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!connection->isClosed(),
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ProfileManager.IsSignedIn(idx),
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!g_NetworkManager.IsLeavingGame());
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#if 0 || 0
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} while (IsInSession() && !connection->isStarted() &&
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!connection->isClosed() &&
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ProfileManager.IsSignedIn(idx) &&
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!g_NetworkManager.IsLeavingGame());
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#else
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// TODO - This SHOULD be something just like the code above but
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// temporarily changing here so that we don't have to depend on
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// the profilemanager behaviour
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} while (IsInSession() && !connection->isStarted() &&
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!connection->isClosed() &&
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!g_NetworkManager.IsLeavingGame());
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#endif
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// 4J Stu - Fix for #11279 - CRASH: TCR 001: BAS Game Stability:
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// Signing out of game will cause title to crash We need to break
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@@ -619,12 +549,6 @@ INetworkPlayer* CGameNetworkManager::GetPlayerBySmallId(unsigned char smallId) {
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return s_pPlatformNetworkManager->GetPlayerBySmallId(smallId);
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}
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#if 0
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std::wstring CGameNetworkManager::GetDisplayNameByGamertag(
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std::wstring gamertag) {
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return s_pPlatformNetworkManager->GetDisplayNameByGamertag(gamertag);
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}
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#endif
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INetworkPlayer* CGameNetworkManager::GetHostPlayer() {
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return s_pPlatformNetworkManager->GetHostPlayer();
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@@ -763,9 +687,6 @@ CGameNetworkManager::eJoinGameResult CGameNetworkManager::JoinGame(
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}
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void CGameNetworkManager::CancelJoinGame(void* lpParam) {
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#if 0
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s_pPlatformNetworkManager->CancelJoinGame();
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#endif
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}
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bool CGameNetworkManager::LeaveGame(bool bMigrateHost) {
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@@ -779,18 +700,6 @@ int CGameNetworkManager::JoinFromInvite_SignInReturned(void* pParam,
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INVITE_INFO* pInviteInfo = (INVITE_INFO*)pParam;
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if (bContinue == true) {
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#if 0
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// Check if PSN is unavailable because of age restriction
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int npAvailability = ProfileManager.getNPAvailability(iPad);
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if (npAvailability == SCE_NP_ERROR_AGE_RESTRICTION) {
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unsigned int uiIDA[1];
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uiIDA[0] = IDS_OK;
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ui.RequestErrorMessage(IDS_ONLINE_SERVICE_TITLE,
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IDS_CONTENT_RESTRICTION, uiIDA, 1, iPad);
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return 0;
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}
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#endif
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app.DebugPrintf("JoinFromInvite_SignInReturned, iPad %d\n", iPad);
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// It's possible that the player has not signed in - they can back out
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@@ -814,13 +723,6 @@ int CGameNetworkManager::JoinFromInvite_SignInReturned(void* pParam,
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// Check if user-created content is allowed, as we cannot play
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// multiplayer if it's not
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bool noUGC = false;
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#if 0 || 0
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ProfileManager.GetChatAndContentRestrictions(iPad, false, &noUGC,
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NULL, NULL);
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#elif 0
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ProfileManager.GetChatAndContentRestrictions(iPad, false, NULL,
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&noUGC, NULL);
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#endif
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if (noUGC) {
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int messageText =
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@@ -838,15 +740,6 @@ int CGameNetworkManager::JoinFromInvite_SignInReturned(void* pParam,
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uiIDA, 1,
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ProfileManager.GetPrimaryPad());
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} else {
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#if 0 || 0
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bool chatRestricted = false;
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ProfileManager.GetChatAndContentRestrictions(
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iPad, false, &chatRestricted, NULL, NULL);
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if (chatRestricted) {
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ProfileManager.DisplaySystemMessage(
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0, ProfileManager.GetPrimaryPad());
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}
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#endif
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ProfileManager.SetLockedProfile(iPad);
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ProfileManager.SetPrimaryPad(iPad);
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@@ -939,11 +832,6 @@ int CGameNetworkManager::RunNetworkGameThreadProc(void* lpParameter) {
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return -1;
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}
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#if 0
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// 4J-JEV: Wait for the loading/saving to finish.
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while (StorageManager.GetSaveState() != C4JStorage::ESaveGame_Idle)
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Sleep(10);
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#endif
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Tile::ReleaseThreadStorage();
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return 0;
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@@ -1010,138 +898,12 @@ int CGameNetworkManager::ExitAndJoinFromInviteThreadProc(void* lpParam) {
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// Xbox should always be online when receiving invites - on PS3 we need to
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// check & ask the user to sign in
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#if !0 && !0
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JoinFromInviteData* inviteData = (JoinFromInviteData*)lpParam;
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app.SetAction(inviteData->dwUserIndex, eAppAction_JoinFromInvite, lpParam);
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#else
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if (ProfileManager.IsSignedInLive(ProfileManager.GetPrimaryPad())) {
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JoinFromInviteData* inviteData = (JoinFromInviteData*)lpParam;
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app.SetAction(inviteData->dwUserIndex, eAppAction_JoinFromInvite,
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lpParam);
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} else {
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unsigned int uiIDA[2];
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uiIDA[0] = IDS_PRO_NOTONLINE_ACCEPT;
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uiIDA[1] = IDS_PRO_NOTONLINE_DECLINE;
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ui.RequestErrorMessage(IDS_PRO_NOTONLINE_TITLE, IDS_PRO_NOTONLINE_TEXT,
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uiIDA, 2, ProfileManager.GetPrimaryPad(),
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&CGameNetworkManager::MustSignInReturned_0,
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lpParam);
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}
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#endif
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return S_OK;
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}
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#if 0 || 0 || 0
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// This case happens when we have been returned from the game to the main menu
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// after receiving an invite and are now trying to go back in to join the new
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// game The pair of methods MustSignInReturned_0 & PSNSignInReturned_0 handle
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// this
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int CGameNetworkManager::MustSignInReturned_0(
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void* pParam, int iPad, C4JStorage::EMessageResult result) {
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if (result == C4JStorage::EMessage_ResultAccept) {
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#if 0
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SQRNetworkManager_PS3::AttemptPSNSignIn(
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&CGameNetworkManager::PSNSignInReturned_0, pParam, true);
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#elif 0
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SQRNetworkManager_Vita::AttemptPSNSignIn(
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&CGameNetworkManager::PSNSignInReturned_0, pParam, true);
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#elif 0
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SQRNetworkManager_Orbis::AttemptPSNSignIn(
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&CGameNetworkManager::PSNSignInReturned_0, pParam, true);
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#endif
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} else {
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app.SetAction(0, eAppAction_Idle);
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ui.NavigateToHomeMenu();
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ui.UpdatePlayerBasePositions();
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}
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return 0;
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}
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int CGameNetworkManager::PSNSignInReturned_0(void* pParam, bool bContinue,
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int iPad) {
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JoinFromInviteData* inviteData = (JoinFromInviteData*)pParam;
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// If the invite data isn't set up yet (indicated by it being all zeroes,
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// easiest detected via the net version), then try and get it again... this
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// can happen if we got the invite whilst signed out
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if (bContinue) {
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if (inviteData->pInviteInfo->netVersion == 0) {
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#if 0 || defined __VITA__
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if (!SQRNetworkManager_PS3::UpdateInviteData(
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(SQRNetworkManager::PresenceSyncInfo*)
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inviteData->pInviteInfo)) {
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bContinue = false;
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}
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#elif 0
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// TODO: No Orbis equivalent (should there be?)
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#endif
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}
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}
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if (bContinue) {
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app.SetAction(inviteData->dwUserIndex, eAppAction_JoinFromInvite,
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pParam);
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} else {
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app.SetAction(inviteData->dwUserIndex, eAppAction_Idle);
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ui.NavigateToHomeMenu();
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ui.UpdatePlayerBasePositions();
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}
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return 0;
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}
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// This case happens when we were in the main menus when we got an invite, and
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// weren't signed in... now can proceed with the normal flow of code for this
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// situation The pair of methods MustSignInReturned_1 & PSNSignInReturned_1
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// handle this
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int CGameNetworkManager::MustSignInReturned_1(
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void* pParam, int iPad, C4JStorage::EMessageResult result) {
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if (result == C4JStorage::EMessage_ResultAccept) {
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#if 0
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SQRNetworkManager_PS3::AttemptPSNSignIn(
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&CGameNetworkManager::PSNSignInReturned_1, pParam, true);
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#elif 0
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SQRNetworkManager_Vita::AttemptPSNSignIn(
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&CGameNetworkManager::PSNSignInReturned_1, pParam, true);
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#elif 0
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SQRNetworkManager_Orbis::AttemptPSNSignIn(
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&CGameNetworkManager::PSNSignInReturned_1, pParam, true);
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#endif
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}
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return 0;
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}
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int CGameNetworkManager::PSNSignInReturned_1(void* pParam, bool bContinue,
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int iPad) {
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INVITE_INFO* inviteInfo = (INVITE_INFO*)pParam;
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// If the invite data isn't set up yet (indicated by it being all zeroes,
|
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// easiest detected via the net version), then try and get it again... this
|
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// can happen if we got the invite whilst signed out
|
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if (bContinue) {
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if (inviteInfo->netVersion == 0) {
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#if 0 || defined __VITA__
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if (!SQRNetworkManager_PS3::UpdateInviteData(
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(SQRNetworkManager::PresenceSyncInfo*)inviteInfo)) {
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bContinue = false;
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}
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#elif 0
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// TODO: No Orbis equivalent (should there be?)
|
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#endif
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}
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}
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if (bContinue) {
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g_NetworkManager.HandleInviteWhenInMenus(0, inviteInfo);
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}
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return 0;
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}
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#endif
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void CGameNetworkManager::_LeaveGame() {
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s_pPlatformNetworkManager->_LeaveGame(false, true);
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@@ -1157,56 +919,10 @@ int CGameNetworkManager::ChangeSessionTypeThreadProc(void* lpParam) {
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Minecraft* pMinecraft = Minecraft::GetInstance();
|
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MinecraftServer* pServer = MinecraftServer::getInstance();
|
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|
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#if 0 || 0 || 0
|
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unsigned int uiIDA[1];
|
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uiIDA[0] = IDS_CONFIRM_OK;
|
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if (g_NetworkManager.m_bLastDisconnectWasLostRoomOnly) {
|
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if (g_NetworkManager.m_bSignedOutofPSN) {
|
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C4JStorage::EMessageResult result = ui.RequestErrorMessage(
|
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IDS_PROGRESS_CONVERTING_TO_OFFLINE_GAME, IDS_ERROR_PSN_SIGN_OUT,
|
||||
uiIDA, 1, ProfileManager.GetPrimaryPad());
|
||||
} else {
|
||||
C4JStorage::EMessageResult result = ui.RequestErrorMessage(
|
||||
IDS_ERROR_NETWORK_TITLE,
|
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IDS_PROGRESS_CONVERTING_TO_OFFLINE_GAME, uiIDA, 1,
|
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ProfileManager.GetPrimaryPad());
|
||||
}
|
||||
} else {
|
||||
C4JStorage::EMessageResult result = ui.RequestErrorMessage(
|
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IDS_CONNECTION_LOST,
|
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g_NetworkManager.CorrectErrorIDS(IDS_CONNECTION_LOST_LIVE_NO_EXIT),
|
||||
uiIDA, 1, ProfileManager.GetPrimaryPad());
|
||||
}
|
||||
|
||||
// Swap these two messages around as one is too long to display at 480
|
||||
pMinecraft->progressRenderer->progressStartNoAbort(
|
||||
IDS_PROGRESS_CONVERTING_TO_OFFLINE_GAME);
|
||||
pMinecraft->progressRenderer->progressStage(
|
||||
-1); // g_NetworkManager.CorrectErrorIDS(IDS_CONNECTION_LOST_LIVE_NO_EXIT)
|
||||
// );
|
||||
#elif 0
|
||||
if (g_NetworkManager.m_bFullSessionMessageOnNextSessionChange) {
|
||||
unsigned int uiIDA[1];
|
||||
uiIDA[0] = IDS_CONFIRM_OK;
|
||||
C4JStorage::EMessageResult result = ui.RequestErrorMessage(
|
||||
IDS_PROGRESS_CONVERTING_TO_OFFLINE_GAME, IDS_IN_PARTY_SESSION_FULL,
|
||||
uiIDA, 1, ProfileManager.GetPrimaryPad());
|
||||
pMinecraft->progressRenderer->progressStartNoAbort(
|
||||
IDS_PROGRESS_CONVERTING_TO_OFFLINE_GAME);
|
||||
pMinecraft->progressRenderer->progressStage(-1);
|
||||
} else {
|
||||
pMinecraft->progressRenderer->progressStartNoAbort(
|
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g_NetworkManager.CorrectErrorIDS(IDS_CONNECTION_LOST_LIVE_NO_EXIT));
|
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pMinecraft->progressRenderer->progressStage(
|
||||
IDS_PROGRESS_CONVERTING_TO_OFFLINE_GAME);
|
||||
}
|
||||
|
||||
#else
|
||||
pMinecraft->progressRenderer->progressStartNoAbort(
|
||||
g_NetworkManager.CorrectErrorIDS(IDS_CONNECTION_LOST_LIVE_NO_EXIT));
|
||||
pMinecraft->progressRenderer->progressStage(
|
||||
IDS_PROGRESS_CONVERTING_TO_OFFLINE_GAME);
|
||||
#endif
|
||||
|
||||
while (app.GetXuiServerAction(ProfileManager.GetPrimaryPad()) !=
|
||||
eXuiServerAction_Idle &&
|
||||
@@ -1219,41 +935,13 @@ int CGameNetworkManager::ChangeSessionTypeThreadProc(void* lpParam) {
|
||||
// wait for the server to be in a non-ticking state
|
||||
pServer->m_serverPausedEvent->WaitForSignal(INFINITE);
|
||||
|
||||
#if 0 || 0 || 0
|
||||
// Swap these two messages around as one is too long to display at 480
|
||||
pMinecraft->progressRenderer->progressStartNoAbort(
|
||||
IDS_PROGRESS_CONVERTING_TO_OFFLINE_GAME);
|
||||
pMinecraft->progressRenderer->progressStage(
|
||||
-1); // g_NetworkManager.CorrectErrorIDS(IDS_CONNECTION_LOST_LIVE_NO_EXIT)
|
||||
// );
|
||||
#elif 0
|
||||
if (g_NetworkManager.m_bFullSessionMessageOnNextSessionChange) {
|
||||
pMinecraft->progressRenderer->progressStartNoAbort(
|
||||
IDS_PROGRESS_CONVERTING_TO_OFFLINE_GAME);
|
||||
pMinecraft->progressRenderer->progressStage(-1);
|
||||
} else {
|
||||
pMinecraft->progressRenderer->progressStartNoAbort(
|
||||
g_NetworkManager.CorrectErrorIDS(IDS_CONNECTION_LOST_LIVE_NO_EXIT));
|
||||
pMinecraft->progressRenderer->progressStage(
|
||||
IDS_PROGRESS_CONVERTING_TO_OFFLINE_GAME);
|
||||
}
|
||||
#else
|
||||
pMinecraft->progressRenderer->progressStartNoAbort(
|
||||
g_NetworkManager.CorrectErrorIDS(IDS_CONNECTION_LOST_LIVE_NO_EXIT));
|
||||
pMinecraft->progressRenderer->progressStage(
|
||||
IDS_PROGRESS_CONVERTING_TO_OFFLINE_GAME);
|
||||
#endif
|
||||
|
||||
pMinecraft->progressRenderer->progressStagePercentage(25);
|
||||
|
||||
#if 0
|
||||
// wait for any players that were being added, to finish doing this. On XB1,
|
||||
// if we don't do this then there's an async thread running doing this,
|
||||
// which could then finish at any inappropriate time later
|
||||
while (s_pPlatformNetworkManager->IsAddingPlayer()) {
|
||||
Sleep(1);
|
||||
}
|
||||
#endif
|
||||
|
||||
// Null the network player of all the server players that are local, to stop
|
||||
// them being removed from the server when removed from the session
|
||||
@@ -1348,9 +1036,6 @@ int CGameNetworkManager::ChangeSessionTypeThreadProc(void* lpParam) {
|
||||
DisconnectPacket::
|
||||
eDisconnect_ConnectionCreationFailed)) {
|
||||
pMinecraft->removeLocalPlayerIdx(index);
|
||||
#if 0
|
||||
ProfileManager.RemoveGamepadFromGame(index);
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1358,22 +1043,18 @@ int CGameNetworkManager::ChangeSessionTypeThreadProc(void* lpParam) {
|
||||
|
||||
pMinecraft->progressRenderer->progressStagePercentage(100);
|
||||
|
||||
#if 1
|
||||
// Make sure that we have transitioned through any joining/creating stages
|
||||
// so we're actually ready to set to play
|
||||
while (!s_pPlatformNetworkManager->IsReadyToPlayOrIdle()) {
|
||||
Sleep(10);
|
||||
}
|
||||
#endif
|
||||
|
||||
s_pPlatformNetworkManager->_StartGame();
|
||||
|
||||
#if 1
|
||||
// Wait until the message box has been closed
|
||||
while (ui.IsSceneInStack(XUSER_INDEX_ANY, eUIScene_MessageBox)) {
|
||||
Sleep(10);
|
||||
}
|
||||
#endif
|
||||
|
||||
// Start the game again
|
||||
app.SetGameStarted(true);
|
||||
@@ -1400,24 +1081,6 @@ std::wstring CGameNetworkManager::GatherStats() {
|
||||
}
|
||||
|
||||
void CGameNetworkManager::renderQueueMeter() {
|
||||
#if 0
|
||||
int height = 720;
|
||||
|
||||
CGameNetworkManager::byteQueue[(CGameNetworkManager::messageQueuePos) &
|
||||
(CGameNetworkManager::messageQueue_length -
|
||||
1)] =
|
||||
GetHostPlayer()->GetSendQueueSizeBytes(NULL, false);
|
||||
CGameNetworkManager::messageQueue
|
||||
[(CGameNetworkManager::messageQueuePos++) &
|
||||
(CGameNetworkManager::messageQueue_length - 1)] =
|
||||
GetHostPlayer()->GetSendQueueSizeMessages(NULL, false);
|
||||
|
||||
Minecraft* pMinecraft = Minecraft::GetInstance();
|
||||
pMinecraft->gui->renderGraph(CGameNetworkManager::messageQueue_length,
|
||||
CGameNetworkManager::messageQueuePos,
|
||||
CGameNetworkManager::messageQueue, 10, 1000,
|
||||
CGameNetworkManager::byteQueue, 100, 25000);
|
||||
#endif
|
||||
}
|
||||
|
||||
std::wstring CGameNetworkManager::GatherRTTStats() {
|
||||
@@ -1469,10 +1132,6 @@ void CGameNetworkManager::StateChange_JoiningToIdle(
|
||||
}
|
||||
|
||||
void CGameNetworkManager::StateChange_AnyToStarting() {
|
||||
#if 0 || 0 || 0
|
||||
app.getRemoteStorage()->shutdown(); // shut the remote storage lib down and
|
||||
// hopefully get our 7mb back
|
||||
#endif
|
||||
|
||||
if (!g_NetworkManager.IsHost()) {
|
||||
LoadingInputParams* loadingParams = new LoadingInputParams();
|
||||
@@ -1634,22 +1293,6 @@ void CGameNetworkManager::PlayerJoining(INetworkPlayer* pNetworkPlayer) {
|
||||
TelemetryManager->RecordPlayerSessionStart(
|
||||
pNetworkPlayer->GetUserIndex());
|
||||
}
|
||||
#if 0
|
||||
else {
|
||||
if (!pNetworkPlayer->IsHost()) {
|
||||
for (int idx = 0; idx < XUSER_MAX_COUNT; ++idx) {
|
||||
if (Minecraft::GetInstance()->localplayers[idx] != NULL) {
|
||||
TelemetryManager->RecordLevelStart(
|
||||
idx, eSen_FriendOrMatch_Playing_With_Invited_Friends,
|
||||
eSen_CompeteOrCoop_Coop_and_Competitive,
|
||||
Minecraft::GetInstance()->level->difficulty,
|
||||
app.GetLocalPlayerCount(),
|
||||
g_NetworkManager.GetOnlinePlayerCount());
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
void CGameNetworkManager::PlayerLeaving(INetworkPlayer* pNetworkPlayer) {
|
||||
@@ -1660,20 +1303,6 @@ void CGameNetworkManager::PlayerLeaving(INetworkPlayer* pNetworkPlayer) {
|
||||
TelemetryManager->RecordPlayerSessionExit(
|
||||
pNetworkPlayer->GetUserIndex(), app.GetDisconnectReason());
|
||||
}
|
||||
#if 0
|
||||
else {
|
||||
for (int idx = 0; idx < XUSER_MAX_COUNT; ++idx) {
|
||||
if (Minecraft::GetInstance()->localplayers[idx] != NULL) {
|
||||
TelemetryManager->RecordLevelStart(
|
||||
idx, eSen_FriendOrMatch_Playing_With_Invited_Friends,
|
||||
eSen_CompeteOrCoop_Coop_and_Competitive,
|
||||
Minecraft::GetInstance()->level->difficulty,
|
||||
app.GetLocalPlayerCount(),
|
||||
g_NetworkManager.GetOnlinePlayerCount());
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
void CGameNetworkManager::HostChanged() {
|
||||
@@ -1714,54 +1343,19 @@ void CGameNetworkManager::GameInviteReceived(int userIndex,
|
||||
bool bContentRestricted = false;
|
||||
bool pccAllowed = true;
|
||||
bool pccFriendsAllowed = true;
|
||||
#if 0 || 0
|
||||
ProfileManager.GetChatAndContentRestrictions(userIndex, false, &noUGC,
|
||||
&bContentRestricted, NULL);
|
||||
#else
|
||||
ProfileManager.AllowedPlayerCreatedContent(
|
||||
ProfileManager.GetPrimaryPad(), false, &pccAllowed, &pccFriendsAllowed);
|
||||
if (!pccAllowed && !pccFriendsAllowed) noUGC = true;
|
||||
#endif
|
||||
|
||||
#if 0 || 0
|
||||
if (joiningUsers > 1 && !RenderManager.IsHiDef() &&
|
||||
userIndex != ProfileManager.GetPrimaryPad()) {
|
||||
unsigned int uiIDA[1];
|
||||
uiIDA[0] = IDS_CONFIRM_OK;
|
||||
|
||||
// 4J-PB - it's possible there is no primary pad here, when accepting an
|
||||
// invite from the dashboard
|
||||
ui.RequestErrorMessage(IDS_CONNECTION_FAILED,
|
||||
IDS_CONNECTION_FAILED_NO_SD_SPLITSCREEN, uiIDA,
|
||||
1, XUSER_INDEX_ANY);
|
||||
} else
|
||||
#endif
|
||||
|
||||
if (noUGC) {
|
||||
#if 0
|
||||
// showing the system message for chat restriction here instead now, to
|
||||
// fix FQA bug report
|
||||
ProfileManager.DisplaySystemMessage(
|
||||
SCE_MSG_DIALOG_SYSMSG_TYPE_TRC_PSN_CHAT_RESTRICTION,
|
||||
ProfileManager.GetPrimaryPad());
|
||||
#else
|
||||
int messageText = IDS_NO_USER_CREATED_CONTENT_PRIVILEGE_SINGLE_LOCAL;
|
||||
if (joiningUsers > 1)
|
||||
messageText = IDS_NO_USER_CREATED_CONTENT_PRIVILEGE_ALL_LOCAL;
|
||||
|
||||
ui.RequestUGCMessageBox(IDS_CONNECTION_FAILED, messageText,
|
||||
XUSER_INDEX_ANY);
|
||||
#endif
|
||||
}
|
||||
#if 0 || 0
|
||||
else if (bContentRestricted) {
|
||||
int messageText = IDS_CONTENT_RESTRICTION;
|
||||
if (joiningUsers > 1) messageText = IDS_CONTENT_RESTRICTION_MULTIPLAYER;
|
||||
|
||||
ui.RequestContentRestrictedMessageBox(IDS_CONNECTION_FAILED,
|
||||
messageText, XUSER_INDEX_ANY);
|
||||
}
|
||||
#endif
|
||||
else if (noPrivileges) {
|
||||
unsigned int uiIDA[1];
|
||||
uiIDA[0] = IDS_CONFIRM_OK;
|
||||
@@ -1776,42 +1370,8 @@ void CGameNetworkManager::GameInviteReceived(int userIndex,
|
||||
IDS_NO_MULTIPLAYER_PRIVILEGE_JOIN_TEXT, uiIDA, 1,
|
||||
XUSER_INDEX_ANY);
|
||||
} else {
|
||||
#if 0 || 0
|
||||
bool chatRestricted = false;
|
||||
ProfileManager.GetChatAndContentRestrictions(
|
||||
ProfileManager.GetPrimaryPad(), false, &chatRestricted, NULL, NULL);
|
||||
if (chatRestricted) {
|
||||
ProfileManager.DisplaySystemMessage(
|
||||
SCE_MSG_DIALOG_SYSMSG_TYPE_TRC_PSN_CHAT_RESTRICTION,
|
||||
ProfileManager.GetPrimaryPad());
|
||||
}
|
||||
#endif
|
||||
if (!g_NetworkManager.IsInSession()) {
|
||||
#if 0 || 0
|
||||
// PS3 is more complicated here - we need to make sure that the
|
||||
// player is online. If they are then we can do the same as the
|
||||
// xbox, if not we need to try and get them online and then, if they
|
||||
// do sign in, go down the same path
|
||||
|
||||
// Determine why they're not "signed in live"
|
||||
// MGH - On Vita we need to add a new message at some point for
|
||||
// connecting when already signed in
|
||||
if (ProfileManager.IsSignedInLive(ProfileManager.GetPrimaryPad())) {
|
||||
HandleInviteWhenInMenus(userIndex, pInviteInfo);
|
||||
} else {
|
||||
unsigned int uiIDA[2];
|
||||
uiIDA[0] = IDS_PRO_NOTONLINE_ACCEPT;
|
||||
uiIDA[1] = IDS_PRO_NOTONLINE_DECLINE;
|
||||
ui.RequestErrorMessage(
|
||||
IDS_PRO_NOTONLINE_TITLE, IDS_PRO_NOTONLINE_TEXT, uiIDA, 2,
|
||||
ProfileManager.GetPrimaryPad(),
|
||||
&CGameNetworkManager::MustSignInReturned_1,
|
||||
(void*)pInviteInfo);
|
||||
}
|
||||
|
||||
#else
|
||||
HandleInviteWhenInMenus(userIndex, pInviteInfo);
|
||||
#endif
|
||||
} else {
|
||||
app.DebugPrintf(
|
||||
"We are already in a multiplayer game...need to leave it\n");
|
||||
@@ -1823,10 +1383,6 @@ void CGameNetworkManager::GameInviteReceived(int userIndex,
|
||||
// pInviteInfo;
|
||||
|
||||
// tell the app to process this
|
||||
#if 0
|
||||
if (((CPlatformNetworkManagerSony*)s_pPlatformNetworkManager)
|
||||
->checkValidInviteData(pInviteInfo))
|
||||
#endif
|
||||
{
|
||||
app.ProcessInvite(userIndex, localUsersMask, pInviteInfo);
|
||||
}
|
||||
@@ -1840,12 +1396,6 @@ void CGameNetworkManager::HandleInviteWhenInMenus(
|
||||
int userIndex, const INVITE_INFO* pInviteInfo) {
|
||||
// We are in the root menus somewhere
|
||||
|
||||
#if 0
|
||||
while( waitHere )
|
||||
{
|
||||
Sleep(1);
|
||||
}
|
||||
#endif
|
||||
|
||||
// if this is the trial game, then we need the user to unlock the full game
|
||||
if (!ProfileManager.IsFullVersion()) {
|
||||
@@ -1854,9 +1404,7 @@ void CGameNetworkManager::HandleInviteWhenInMenus(
|
||||
|
||||
app.SetAction(userIndex, eAppAction_DashboardTrialJoinFromInvite);
|
||||
} else {
|
||||
#if 1
|
||||
ProfileManager.SetPrimaryPad(userIndex);
|
||||
#endif
|
||||
|
||||
// 4J Stu - If we accept an invite from the main menu before going to
|
||||
// play game we need to load the DLC These checks are done within the
|
||||
@@ -1870,12 +1418,7 @@ void CGameNetworkManager::HandleInviteWhenInMenus(
|
||||
// as the main player might sign out in the sign-in ui
|
||||
// ProfileManager.SetLockedProfile(-1);
|
||||
|
||||
#if 0
|
||||
if ((!app.IsLocalMultiplayerAvailable()) &&
|
||||
InputManager.IsPadLocked(userIndex))
|
||||
#else
|
||||
if (!app.IsLocalMultiplayerAvailable())
|
||||
#endif
|
||||
{
|
||||
bool noPrivileges =
|
||||
!ProfileManager.AllowedToPlayMultiplayer(userIndex);
|
||||
@@ -1917,12 +1460,6 @@ void CGameNetworkManager::HandleInviteWhenInMenus(
|
||||
} else {
|
||||
// the FromInvite will make the lib decide how many panes to display
|
||||
// based on connected pads/signed in players
|
||||
#if 0
|
||||
ProfileManager.RequestSignInUI(
|
||||
true, false, false, false, false,
|
||||
&CGameNetworkManager::JoinFromInvite_SignInReturned,
|
||||
(void*)pInviteInfo, userIndex);
|
||||
#else
|
||||
SignInInfo info;
|
||||
info.Func = &CGameNetworkManager::JoinFromInvite_SignInReturned;
|
||||
info.lpParam = (void*)pInviteInfo;
|
||||
@@ -1931,7 +1468,6 @@ void CGameNetworkManager::HandleInviteWhenInMenus(
|
||||
ui.NavigateToScene(ProfileManager.GetPrimaryPad(),
|
||||
eUIScene_QuadrantSignin, &info, eUILayer_Alert,
|
||||
eUIGroup_Fullscreen);
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1944,20 +1480,13 @@ void CGameNetworkManager::AddLocalPlayerFailed(int idx,
|
||||
: DisconnectPacket::eDisconnect_ConnectionCreationFailed);
|
||||
}
|
||||
|
||||
#if 0 || 0 || 0
|
||||
void CGameNetworkManager::HandleDisconnect(bool bLostRoomOnly, bool bPSNSignout)
|
||||
#else
|
||||
void CGameNetworkManager::HandleDisconnect(bool bLostRoomOnly)
|
||||
#endif
|
||||
{
|
||||
int iPrimaryPlayer = g_NetworkManager.GetPrimaryPad();
|
||||
|
||||
if ((g_NetworkManager.GetLockedProfile() != -1) && iPrimaryPlayer != -1 &&
|
||||
g_NetworkManager.IsInSession()) {
|
||||
m_bLastDisconnectWasLostRoomOnly = bLostRoomOnly;
|
||||
#if 0 || 0 || 0
|
||||
m_bSignedOutofPSN = bPSNSignout;
|
||||
#endif
|
||||
app.SetAction(iPrimaryPlayer, eAppAction_EthernetDisconnected);
|
||||
} else {
|
||||
m_bLastDisconnectWasLostRoomOnly = false;
|
||||
@@ -2040,9 +1569,7 @@ void CGameNetworkManager::ServerStoppedWait() {
|
||||
if (C4JThread::isMainThread()) {
|
||||
int result = WAIT_TIMEOUT;
|
||||
do {
|
||||
#if 1
|
||||
RenderManager.StartFrame();
|
||||
#endif
|
||||
result = m_hServerStoppedEvent->WaitForSignal(20);
|
||||
// Tick some simple things
|
||||
ProfileManager.Tick();
|
||||
@@ -2077,26 +1604,7 @@ int CGameNetworkManager::GetJoiningReadyPercentage() {
|
||||
return s_pPlatformNetworkManager->GetJoiningReadyPercentage();
|
||||
}
|
||||
|
||||
#if 1
|
||||
void CGameNetworkManager::FakeLocalPlayerJoined() {
|
||||
s_pPlatformNetworkManager->FakeLocalPlayerJoined();
|
||||
}
|
||||
#endif
|
||||
|
||||
#if 0
|
||||
bool CGameNetworkManager::usingAdhocMode() {
|
||||
return ((CPlatformNetworkManagerSony*)s_pPlatformNetworkManager)
|
||||
->usingAdhocMode();
|
||||
}
|
||||
|
||||
void CGameNetworkManager::setAdhocMode(bool bAdhoc) {
|
||||
((CPlatformNetworkManagerSony*)s_pPlatformNetworkManager)
|
||||
->setAdhocMode(bAdhoc);
|
||||
}
|
||||
|
||||
void CGameNetworkManager::startAdhocMatching() {
|
||||
((CPlatformNetworkManagerSony*)s_pPlatformNetworkManager)
|
||||
->startAdhocMatching();
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
Reference in New Issue
Block a user