Xbox 360 fixes (again...) (#29)

Merging main repo undid a lot of my changes so this PR reimplements them. Fixes build and playthrough. Has been tested.Reviewed-on: pieeebot/cafeberry#29

Co-authored-by: qloak <realminecart@gmail.com>
This commit is contained in:
qloak authored and pieeebot committed 2026-08-08 12:23:28 +00:00
1 parent ebbd54288b
commit 125819419f
6 files changed
+368 -135

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@@ -486,31 +486,41 @@ bool NetworkSocketLayer::JoinGame(const char *ip, int port)
s_hostConnectionSocket = INVALID_SOCKET;
}
XNDNS *pDns = NULL;
int iResult = XNetDnsLookup(ip, NULL, &pDns);
if (iResult != 0 || pDns == NULL)
{
app.DebugPrintf("XNetDnsLookup failed for %s - %d\n", ip, iResult);
return false;
}
while (pDns->iStatus == WSAEINPROGRESS)
{
Sleep(10);
}
if (pDns->iStatus != 0 || pDns->cina == 0)
{
app.DebugPrintf("pDns->iStatus failed for %s - %d\n", ip, iResult);
XNetDnsRelease(pDns);
return false;
}
int iResult = 0;
struct sockaddr_in addr = {};
addr.sin_family = AF_INET;
addr.sin_port = htons((WORD)port);
addr.sin_addr = pDns->aina[0];
XNetDnsRelease(pDns);
unsigned long ipAddr = inet_addr(ip);
if (ipAddr != INADDR_NONE)
{
addr.sin_addr.s_addr = ipAddr;
}
else
{
XNDNS *pDns = NULL;
iResult = XNetDnsLookup(ip, NULL, &pDns);
if (iResult != 0 || pDns == NULL)
{
app.DebugPrintf("XNetDnsLookup failed for %s - %d\n", ip, iResult);
return false;
}
while (pDns->iStatus == WSAEINPROGRESS)
{
Sleep(10);
}
if (pDns->iStatus != 0 || pDns->cina == 0)
{
app.DebugPrintf("pDns->iStatus failed for %s - %d\n", ip, iResult);
XNetDnsRelease(pDns);
return false;
}
addr.sin_addr = pDns->aina[0];
XNetDnsRelease(pDns);
}
bool connected = false;
BYTE assignedSmallId = 0;
@@ -935,7 +945,7 @@ int NetworkSocketLayer::AcceptThreadProc(LPVOID param)
setsockopt(clientSocket, IPPROTO_TCP, TCP_NODELAY, (const char *)&noDelay, sizeof(noDelay));
extern QNET_STATE _iQNetStubState;
if (_iQNetStubState != QNET_STATE_GAME_PLAY)
if (_iQNetStubState != QNET_STATE_GAME_PLAY && _iQNetStubState != QNET_STATE_SESSION_STARTING)
{
app.DebugPrintf("Win64 LAN: Rejecting connection, game not ready\n");
closesocket(clientSocket);
@@ -1260,7 +1270,8 @@ void NetworkSocketLayer::UpdateAdvertisePlayerNames(BYTE count, const char playe
s_advertiseData.playerCount = count;
for (int i = 0; i < count && i < 8; i++)
{
memcpy(s_advertiseData.playerNames[i], playerNames[i], XUSER_NAME_SIZE);
memcpy(s_advertiseData.playerNames[i], playerNames[i],
NETWORK_LAN_PLAYER_NAME_SIZE < (int)XUSER_NAME_SIZE ? NETWORK_LAN_PLAYER_NAME_SIZE : (int)XUSER_NAME_SIZE);
}
LeaveCriticalSection(&s_advertiseLock);
}
@@ -100,6 +100,8 @@ typedef SceNetSocklen_t socklen_t;
class Socket;
#define NETWORK_LAN_PLAYER_NAME_SIZE 32
#pragma pack(push, 1)
struct LANBroadcast
{
@@ -113,7 +115,7 @@ struct LANBroadcast
DWORD texturePackParentId;
BYTE subTexturePackId;
BYTE isJoinable;
char playerNames[8][XUSER_NAME_SIZE];
char playerNames[8][NETWORK_LAN_PLAYER_NAME_SIZE];
};
#pragma pack(pop)
@@ -130,7 +132,7 @@ struct LANSession
unsigned char subTexturePackId;
bool isJoinable;
DWORD lastSeenTick;
char playerNames[8][XUSER_NAME_SIZE];
char playerNames[8][NETWORK_LAN_PLAYER_NAME_SIZE];
};
struct RemoteConnection
@@ -12,6 +12,9 @@ CPlatformNetworkManagerStub *g_pPlatformNetworkManager;
void CPlatformNetworkManagerStub::NotifyPlayerJoined(IQNetPlayer *pQNetPlayer )
{
if (getNetworkPlayer(pQNetPlayer) != NULL)
return;
const char * pszDescription;
// 4J Stu - We create a fake socket for every where that we need an INBOUND queue of game data. Outbound
@@ -164,6 +167,8 @@ bool CPlatformNetworkManagerStub::Initialise(CGameNetworkManager *pGameNetworkMa
playerChangedCallback[ i ] = NULL;
}
NetworkSocketLayer::Initialize();
m_bLeavingGame = false;
m_bLeaveGameOnTick = false;
m_bHostChanged = false;
@@ -373,6 +378,9 @@ void CPlatformNetworkManagerStub::HostGame(int localUsersMask, bool bOnlineGame,
IQNet::m_player[0].m_isHostPlayer = true;
IQNet::s_playerCount = 1;
if (getNetworkPlayer(&IQNet::m_player[0]) == NULL)
NotifyPlayerJoined(&IQNet::m_player[0]);
_HostGame( localUsersMask, publicSlots, privateSlots );
int port = NETWORK_LAN_DEFAULT_PORT;
@@ -413,6 +421,7 @@ int CPlatformNetworkManagerStub::JoinGame(FriendSessionInfo *searchResult, int l
IQNet::m_player[0].m_isRemote = true;
IQNet::m_player[0].m_isHostPlayer = true;
wcsncpy(IQNet::m_player[0].m_gamertag, searchResult->data.hostName, 31);
IQNet::m_player[0].m_gamertag[31] = L'\0';
NetworkSocketLayer::StopDiscovery();
@@ -435,8 +444,6 @@ int CPlatformNetworkManagerStub::JoinGame(FriendSessionInfo *searchResult, int l
NotifyPlayerJoined(&IQNet::m_player[0]);
NotifyPlayerJoined(&IQNet::m_player[localSmallId]);
m_pGameNetworkManager->StateChange_AnyToStarting();
return CGameNetworkManager::JOINGAME_SUCCESS;
}
@@ -495,6 +502,18 @@ bool CPlatformNetworkManagerStub::_RunNetworkGame()
return true;
}
void CPlatformNetworkManagerStub::SetGamePlayState()
{
extern QNET_STATE _iQNetStubState;
_iQNetStubState = QNET_STATE_GAME_PLAY;
if (m_pIQNet->IsHost())
{
NetworkSocketLayer::UpdateAdvertiseJoinable(true);
}
}
void CPlatformNetworkManagerStub::UpdateAndSetGameSessionData(INetworkPlayer *pNetworkPlayerLeaving /*= NULL*/)
{
if (this->m_bLeavingGame)
@@ -801,7 +820,22 @@ vector<FriendSessionInfo *> *CPlatformNetworkManagerStub::GetSessionList(int iPa
{
vector<FriendSessionInfo *> *filteredList = new vector<FriendSessionInfo *>();
for (size_t i = 0; i < friendsSessions[0].size(); i++)
filteredList->push_back(friendsSessions[0][i]);
{
FriendSessionInfo *src = friendsSessions[0][i];
FriendSessionInfo *copy = new FriendSessionInfo();
*copy = *src;
if (src->displayLabel != NULL)
{
copy->displayLabel = new wchar_t[(size_t)src->displayLabelLength + 1];
wcsncpy(copy->displayLabel, src->displayLabel, src->displayLabelLength);
copy->displayLabel[src->displayLabelLength] = L'\0';
}
else
{
copy->displayLabel = NULL;
}
filteredList->push_back(copy);
}
return filteredList;
}
@@ -861,9 +895,11 @@ void CPlatformNetworkManagerStub::removeNetworkPlayer(IQNetPlayer *pQNetPlayer)
if( *it == pNetworkPlayer )
{
currentNetworkPlayers.erase(it);
return;
break;
}
}
pQNetPlayer->SetCustomDataValue(0);
}
INetworkPlayer *CPlatformNetworkManagerStub::getNetworkPlayer(IQNetPlayer *pQNetPlayer)
@@ -54,6 +54,7 @@ public:
virtual void HandleSignInChange();
virtual void SetGamePlayState();
virtual bool _RunNetworkGame();
private: