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https://github.com/LCEMP/LCEMP.git
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feat: possibly fix saves
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@@ -1396,8 +1396,7 @@ void CGameNetworkManager::CreateSocket( INetworkPlayer *pNetworkPlayer, bool loc
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Minecraft *pMinecraft = Minecraft::GetInstance();
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Socket *socket = NULL;
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int userIdx = pNetworkPlayer->GetUserIndex();
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shared_ptr<MultiplayerLocalPlayer> mpPlayer = (userIdx >= 0 && userIdx < XUSER_MAX_COUNT) ? pMinecraft->localplayers[userIdx] : nullptr;
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shared_ptr<MultiplayerLocalPlayer> mpPlayer = pMinecraft->localplayers[pNetworkPlayer->GetUserIndex()];
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if( localPlayer && mpPlayer != NULL && mpPlayer->connection != NULL)
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{
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// If we already have a MultiplayerLocalPlayer here then we are doing a session type change
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@@ -978,6 +978,19 @@ int APIENTRY _tWinMain(_In_ HINSTANCE hInstance,
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ProfileManager.RichPresenceInit(4,1);
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ProfileManager.RegisterRichPresenceContext(CONTEXT_GAME_STATE);
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// Ensure the GameHDD save directory exists at runtime (the 4J_Storage lib expects it)
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{
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wchar_t exePath[MAX_PATH];
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GetModuleFileNameW(NULL, exePath, MAX_PATH);
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wstring exeDir(exePath);
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size_t lastSlash = exeDir.find_last_of(L"\\/");
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if (lastSlash != wstring::npos)
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exeDir = exeDir.substr(0, lastSlash);
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wstring gameHDDPath = exeDir + L"\\Windows64\\GameHDD";
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CreateDirectoryW((exeDir + L"\\Windows64").c_str(), NULL);
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CreateDirectoryW(gameHDDPath.c_str(), NULL);
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}
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// initialise the storage manager with a default save display name, a Minimum save size, and a callback for displaying the saving message
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StorageManager.Init(app.GetString(IDS_DEFAULT_SAVENAME),"savegame.dat",FIFTY_ONE_MB,&CConsoleMinecraftApp::DisplaySavingMessage,(LPVOID)&app);
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// Set up the global title storage path
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@@ -1,4 +1,4 @@
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#include "stdafx.h"
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#include "stdafx.h"
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#include "InputOutputStream.h"
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#include "Socket.h"
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#include "Connection.h"
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@@ -308,7 +308,7 @@ bool Connection::readTick()
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// printf("Con:0x%x readTick close EOS\n",this);
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// 4J Stu - Remove this line
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// Fix for #10410 - UI: If the player is removed from a splitscreened host<73>s game, the next game that player joins will produce a message stating that the host has left.
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// Fix for #10410 - UI: If the player is removed from a splitscreened host<73>s game, the next game that player joins will produce a message stating that the host has left.
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//close(DisconnectPacket::eDisconnect_EndOfStream);
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}
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