rename network scripts

This commit is contained in:
2026-08-03 04:18:33 +03:00
parent 42f09f93e5
commit ce3e83039d
12 changed files with 1243 additions and 1243 deletions
+1 -1
View File
@@ -57,7 +57,7 @@
#if defined _WINDOWS64 || defined DISABLE_PSN || defined _DISABLE_XBLIVE
#include "Xbox\Network\NetworkPlayerXbox.h"
#include "Common\Network\PlatformNetworkManagerStub.h"
#include "Common\Network\PlatformNetworkManager.h"
#endif
#ifdef _DURANGO
@@ -13,7 +13,7 @@ using namespace std;
#elif defined _DURANGO
#include "..\..\Durango\Network\PlatformNetworkManagerDurango.h"
#else
#include "PlatformNetworkManagerStub.h"
#include "PlatformNetworkManager.h"
#endif
#include "SessionInfo.h"
@@ -1,19 +1,19 @@
#include "stdafx.h"
#include "WinsockNetLayer.h"
#include "..\..\Common\Network\PlatformNetworkManagerStub.h"
#include "NetworkSocketLayer.h"
#include "..\..\Common\Network\PlatformNetworkManager.h"
#include "..\..\..\Minecraft.World\Socket.h"
#if defined _WINDOWS64 || defined _XBOX
SOCKET WinsockNetLayer::s_listenSocket = INVALID_SOCKET;
SOCKET WinsockNetLayer::s_hostConnectionSocket = INVALID_SOCKET;
SOCKET WinsockNetLayer::s_advertiseSock = INVALID_SOCKET;
SOCKET WinsockNetLayer::s_discoverySock = INVALID_SOCKET;
SOCKET NetworkSocketLayer::s_listenSocket = INVALID_SOCKET;
SOCKET NetworkSocketLayer::s_hostConnectionSocket = INVALID_SOCKET;
SOCKET NetworkSocketLayer::s_advertiseSock = INVALID_SOCKET;
SOCKET NetworkSocketLayer::s_discoverySock = INVALID_SOCKET;
#elif defined __PS3__ || defined __ORBIS__
SOCKET WinsockNetLayer::s_listenSocket = -1;
SOCKET WinsockNetLayer::s_hostConnectionSocket = -1;
SOCKET WinsockNetLayer::s_advertiseSock = -1;
SOCKET WinsockNetLayer::s_discoverySock = -1;
SOCKET NetworkSocketLayer::s_listenSocket = -1;
SOCKET NetworkSocketLayer::s_hostConnectionSocket = -1;
SOCKET NetworkSocketLayer::s_advertiseSock = -1;
SOCKET NetworkSocketLayer::s_discoverySock = -1;
#if defined __PS3__
int closesocket(int s) { return socketclose(s); };
@@ -22,50 +22,50 @@ void terminate_networking() { cellNetCtlTerm(); sys_net_finalize_network(); };
int closesocket(int s) { return sceNetSocketClose(s); };
int socketclose(int s) { return sceNetSocketClose(s); };
void terminate_networking() {};
#endif
void WSACleanup() {};
#endif
#endif
C4JThread* WinsockNetLayer::s_acceptThread = NULL;
C4JThread* WinsockNetLayer::s_clientRecvThread = NULL;
C4JThread* NetworkSocketLayer::s_acceptThread = NULL;
C4JThread* NetworkSocketLayer::s_clientRecvThread = NULL;
bool WinsockNetLayer::s_isHost = false;
bool WinsockNetLayer::s_connected = false;
bool WinsockNetLayer::s_active = false;
bool WinsockNetLayer::s_initialized = false;
bool NetworkSocketLayer::s_isHost = false;
bool NetworkSocketLayer::s_connected = false;
bool NetworkSocketLayer::s_active = false;
bool NetworkSocketLayer::s_initialized = false;
BYTE WinsockNetLayer::s_localSmallId = 0;
BYTE WinsockNetLayer::s_hostSmallId = 0;
BYTE WinsockNetLayer::s_nextSmallId = 1;
BYTE NetworkSocketLayer::s_localSmallId = 0;
BYTE NetworkSocketLayer::s_hostSmallId = 0;
BYTE NetworkSocketLayer::s_nextSmallId = 1;
CRITICAL_SECTION WinsockNetLayer::s_sendLock;
CRITICAL_SECTION WinsockNetLayer::s_connectionsLock;
CRITICAL_SECTION NetworkSocketLayer::s_sendLock;
CRITICAL_SECTION NetworkSocketLayer::s_connectionsLock;
std::vector<Win64RemoteConnection> WinsockNetLayer::s_connections;
std::vector<RemoteConnection> NetworkSocketLayer::s_connections;
C4JThread* WinsockNetLayer::s_advertiseThread = NULL;
volatile bool WinsockNetLayer::s_advertising = false;
Win64LANBroadcast WinsockNetLayer::s_advertiseData = {};
CRITICAL_SECTION WinsockNetLayer::s_advertiseLock;
int WinsockNetLayer::s_hostGamePort = WIN64_NET_DEFAULT_PORT;
C4JThread* NetworkSocketLayer::s_advertiseThread = NULL;
volatile bool NetworkSocketLayer::s_advertising = false;
LANBroadcast NetworkSocketLayer::s_advertiseData = {};
CRITICAL_SECTION NetworkSocketLayer::s_advertiseLock;
int NetworkSocketLayer::s_hostGamePort = NETWORK_LAN_DEFAULT_PORT;
C4JThread* WinsockNetLayer::s_discoveryThread = NULL;
volatile bool WinsockNetLayer::s_discovering = false;
CRITICAL_SECTION WinsockNetLayer::s_discoveryLock;
std::vector<Win64LANSession> WinsockNetLayer::s_discoveredSessions;
C4JThread* NetworkSocketLayer::s_discoveryThread = NULL;
volatile bool NetworkSocketLayer::s_discovering = false;
CRITICAL_SECTION NetworkSocketLayer::s_discoveryLock;
std::vector<LANSession> NetworkSocketLayer::s_discoveredSessions;
CRITICAL_SECTION WinsockNetLayer::s_disconnectLock;
std::vector<BYTE> WinsockNetLayer::s_disconnectedSmallIds;
CRITICAL_SECTION NetworkSocketLayer::s_disconnectLock;
std::vector<BYTE> NetworkSocketLayer::s_disconnectedSmallIds;
CRITICAL_SECTION WinsockNetLayer::s_freeSmallIdLock;
std::vector<BYTE> WinsockNetLayer::s_freeSmallIds;
CRITICAL_SECTION NetworkSocketLayer::s_freeSmallIdLock;
std::vector<BYTE> NetworkSocketLayer::s_freeSmallIds;
bool g_Win64MultiplayerHost = false;
bool g_Win64MultiplayerJoin = true;
int g_Win64MultiplayerPort = WIN64_NET_DEFAULT_PORT;
char g_Win64MultiplayerIP[256] = "127.0.0.1";
bool g_MultiplayerHost = false;
bool g_MultiplayerJoin = true;
int g_MultiplayerPort = NETWORK_LAN_DEFAULT_PORT;
char g_MultiplayerIP[256] = "127.0.0.1";
bool WinsockNetLayer::Initialize()
bool NetworkSocketLayer::Initialize()
{
if (s_initialized) return true;
#if defined _WINDOWS64 || defined _XBOX
@@ -105,7 +105,7 @@ bool WinsockNetLayer::Initialize()
return true;
}
void WinsockNetLayer::Shutdown()
void NetworkSocketLayer::Shutdown()
{
StopAdvertising();
StopDiscovery();
@@ -185,7 +185,7 @@ void WinsockNetLayer::Shutdown()
}
}
bool WinsockNetLayer::HostGame(int port)
bool NetworkSocketLayer::HostGame(int port)
{
if (!s_initialized && !Initialize()) return false;
@@ -322,7 +322,7 @@ bool WinsockNetLayer::HostGame(int port)
return true;
}
bool WinsockNetLayer::JoinGame(const char *ip, int port)
bool NetworkSocketLayer::JoinGame(const char *ip, int port)
{
if (!s_initialized && !Initialize()) return false;
@@ -704,7 +704,7 @@ bool WinsockNetLayer::JoinGame(const char *ip, int port)
}
bool WinsockNetLayer::SendOnSocket(SOCKET sock, const void *data, int dataSize)
bool NetworkSocketLayer::SendOnSocket(SOCKET sock, const void *data, int dataSize)
{
#if defined _WINDOWS64 || defined _XBOX
if (sock == INVALID_SOCKET || dataSize <= 0) return false;
@@ -758,7 +758,7 @@ bool WinsockNetLayer::SendOnSocket(SOCKET sock, const void *data, int dataSize)
return true;
}
bool WinsockNetLayer::SendToSmallId(BYTE targetSmallId, const void *data, int dataSize)
bool NetworkSocketLayer::SendToSmallId(BYTE targetSmallId, const void *data, int dataSize)
{
if (!s_active) return false;
@@ -778,7 +778,7 @@ bool WinsockNetLayer::SendToSmallId(BYTE targetSmallId, const void *data, int da
}
}
SOCKET WinsockNetLayer::GetSocketForSmallId(BYTE smallId)
SOCKET NetworkSocketLayer::GetSocketForSmallId(BYTE smallId)
{
EnterCriticalSection(&s_connectionsLock);
for (size_t i = 0; i < s_connections.size(); i++)
@@ -810,7 +810,7 @@ static bool RecvExact(SOCKET sock, BYTE *buf, int len)
return true;
}
void WinsockNetLayer::HandleDataReceived(BYTE fromSmallId, BYTE toSmallId, unsigned char *data, unsigned int dataSize)
void NetworkSocketLayer::HandleDataReceived(BYTE fromSmallId, BYTE toSmallId, unsigned char *data, unsigned int dataSize)
{
INetworkPlayer *pPlayerFrom = g_NetworkManager.GetPlayerBySmallId(fromSmallId);
INetworkPlayer *pPlayerTo = g_NetworkManager.GetPlayerBySmallId(toSmallId);
@@ -831,7 +831,7 @@ void WinsockNetLayer::HandleDataReceived(BYTE fromSmallId, BYTE toSmallId, unsig
}
}
int WinsockNetLayer::AcceptThreadProc(LPVOID param)
int NetworkSocketLayer::AcceptThreadProc(LPVOID param)
{
while (s_active)
{
@@ -892,7 +892,7 @@ int WinsockNetLayer::AcceptThreadProc(LPVOID param)
continue;
}
Win64RemoteConnection conn;
RemoteConnection conn;
conn.tcpSocket = clientSocket;
conn.smallId = assignedSmallId;
conn.active = true;
@@ -926,7 +926,7 @@ int WinsockNetLayer::AcceptThreadProc(LPVOID param)
return 0;
}
int WinsockNetLayer::RecvThreadProc(LPVOID param)
int NetworkSocketLayer::RecvThreadProc(LPVOID param)
{
DWORD connIdx = *(DWORD *)param;
delete (DWORD *)param;
@@ -942,7 +942,7 @@ int WinsockNetLayer::RecvThreadProc(LPVOID param)
LeaveCriticalSection(&s_connectionsLock);
std::vector<BYTE> recvBuf;
recvBuf.resize(WIN64_NET_RECV_BUFFER_SIZE);
recvBuf.resize(NETWORK_LAN_RECV_BUFFER_SIZE);
while (s_active)
{
@@ -959,12 +959,12 @@ int WinsockNetLayer::RecvThreadProc(LPVOID param)
((uint32_t)header[2] << 8) |
((uint32_t)header[3]);
if (packetSize <= 0 || packetSize > WIN64_NET_MAX_PACKET_SIZE)
if (packetSize <= 0 || packetSize > NETWORK_LAN_MAX_PACKET_SIZE)
{
app.DebugPrintf("LAN: Invalid packet size %d from client smallId=%d (max=%d)\n",
packetSize,
clientSmallId,
(int)WIN64_NET_MAX_PACKET_SIZE);
(int)NETWORK_LAN_MAX_PACKET_SIZE);
break;
}
@@ -1006,7 +1006,7 @@ int WinsockNetLayer::RecvThreadProc(LPVOID param)
return 0;
}
bool WinsockNetLayer::PopDisconnectedSmallId(BYTE *outSmallId)
bool NetworkSocketLayer::PopDisconnectedSmallId(BYTE *outSmallId)
{
bool found = false;
EnterCriticalSection(&s_disconnectLock);
@@ -1020,14 +1020,14 @@ bool WinsockNetLayer::PopDisconnectedSmallId(BYTE *outSmallId)
return found;
}
void WinsockNetLayer::PushFreeSmallId(BYTE smallId)
void NetworkSocketLayer::PushFreeSmallId(BYTE smallId)
{
EnterCriticalSection(&s_freeSmallIdLock);
s_freeSmallIds.push_back(smallId);
LeaveCriticalSection(&s_freeSmallIdLock);
}
void WinsockNetLayer::CloseConnectionBySmallId(BYTE smallId)
void NetworkSocketLayer::CloseConnectionBySmallId(BYTE smallId)
{
EnterCriticalSection(&s_connectionsLock);
for (size_t i = 0; i < s_connections.size(); i++)
@@ -1043,10 +1043,10 @@ void WinsockNetLayer::CloseConnectionBySmallId(BYTE smallId)
LeaveCriticalSection(&s_connectionsLock);
}
int WinsockNetLayer::ClientRecvThreadProc(LPVOID param)
int NetworkSocketLayer::ClientRecvThreadProc(LPVOID param)
{
std::vector<BYTE> recvBuf;
recvBuf.resize(WIN64_NET_RECV_BUFFER_SIZE);
recvBuf.resize(NETWORK_LAN_RECV_BUFFER_SIZE);
#if defined _WINDOWS64 || defined _XBOX
while (s_active && s_hostConnectionSocket != INVALID_SOCKET)
@@ -1063,7 +1063,7 @@ int WinsockNetLayer::ClientRecvThreadProc(LPVOID param)
int packetSize = (header[0] << 24) | (header[1] << 16) | (header[2] << 8) | header[3];
if (packetSize <= 0 || packetSize > WIN64_NET_MAX_PACKET_SIZE)
if (packetSize <= 0 || packetSize > NETWORK_LAN_MAX_PACKET_SIZE)
{
app.DebugPrintf("LAN: Invalid packet size %d from host\n", packetSize);
break;
@@ -1088,14 +1088,14 @@ int WinsockNetLayer::ClientRecvThreadProc(LPVOID param)
return 0;
}
bool WinsockNetLayer::StartAdvertising(int gamePort, const wchar_t *hostName, unsigned int gameSettings, unsigned int texPackId, unsigned char subTexId, unsigned short netVer)
bool NetworkSocketLayer::StartAdvertising(int gamePort, const wchar_t *hostName, unsigned int gameSettings, unsigned int texPackId, unsigned char subTexId, unsigned short netVer)
{
if (s_advertising) return true;
if (!s_initialized) return false;
EnterCriticalSection(&s_advertiseLock);
memset(&s_advertiseData, 0, sizeof(s_advertiseData));
s_advertiseData.magic = WIN64_LAN_BROADCAST_MAGIC;
s_advertiseData.magic = NETWORK_LAN_BROADCAST_MAGIC;
s_advertiseData.netVersion = netVer;
s_advertiseData.gamePort = (WORD)gamePort;
size_t converted = wcstombs(s_advertiseData.hostName, hostName, 32);
@@ -1129,11 +1129,11 @@ bool WinsockNetLayer::StartAdvertising(int gamePort, const wchar_t *hostName, un
s_advertising = true;
s_advertiseThread = new C4JThread(AdvertiseThreadProc, NULL, "AdvertiseThreadProc");
s_advertiseThread->Run();
app.DebugPrintf("Win64 LAN: Started advertising on UDP port %d\n", WIN64_LAN_DISCOVERY_PORT);
app.DebugPrintf("Win64 LAN: Started advertising on UDP port %d\n", NETWORK_LAN_DISCOVERY_PORT);
return true;
}
void WinsockNetLayer::StopAdvertising()
void NetworkSocketLayer::StopAdvertising()
{
s_advertising = false;
@@ -1159,14 +1159,14 @@ void WinsockNetLayer::StopAdvertising()
}
}
void WinsockNetLayer::UpdateAdvertisePlayerCount(BYTE count)
void NetworkSocketLayer::UpdateAdvertisePlayerCount(BYTE count)
{
EnterCriticalSection(&s_advertiseLock);
s_advertiseData.playerCount = count;
LeaveCriticalSection(&s_advertiseLock);
}
void WinsockNetLayer::UpdateAdvertisePlayerNames(BYTE count, const char playerNames[][XUSER_NAME_SIZE])
void NetworkSocketLayer::UpdateAdvertisePlayerNames(BYTE count, const char playerNames[][XUSER_NAME_SIZE])
{
EnterCriticalSection(&s_advertiseLock);
memset(s_advertiseData.playerNames, 0, sizeof(s_advertiseData.playerNames));
@@ -1178,25 +1178,25 @@ void WinsockNetLayer::UpdateAdvertisePlayerNames(BYTE count, const char playerNa
LeaveCriticalSection(&s_advertiseLock);
}
void WinsockNetLayer::UpdateAdvertiseJoinable(bool joinable)
void NetworkSocketLayer::UpdateAdvertiseJoinable(bool joinable)
{
EnterCriticalSection(&s_advertiseLock);
s_advertiseData.isJoinable = joinable ? 1 : 0;
LeaveCriticalSection(&s_advertiseLock);
}
int WinsockNetLayer::AdvertiseThreadProc(LPVOID param)
int NetworkSocketLayer::AdvertiseThreadProc(LPVOID param)
{
struct sockaddr_in broadcastAddr;
memset(&broadcastAddr, 0, sizeof(broadcastAddr));
broadcastAddr.sin_family = AF_INET;
broadcastAddr.sin_port = htons(WIN64_LAN_DISCOVERY_PORT);
broadcastAddr.sin_port = htons(NETWORK_LAN_DISCOVERY_PORT);
broadcastAddr.sin_addr.s_addr = INADDR_BROADCAST;
while (s_advertising)
{
EnterCriticalSection(&s_advertiseLock);
Win64LANBroadcast data = s_advertiseData;
LANBroadcast data = s_advertiseData;
LeaveCriticalSection(&s_advertiseLock);
data.magic = htonl(data.magic);
@@ -1226,7 +1226,7 @@ int WinsockNetLayer::AdvertiseThreadProc(LPVOID param)
return 0;
}
bool WinsockNetLayer::StartDiscovery()
bool NetworkSocketLayer::StartDiscovery()
{
if (s_discovering) return true;
if (!s_initialized) return false;
@@ -1254,7 +1254,7 @@ bool WinsockNetLayer::StartDiscovery()
struct sockaddr_in bindAddr;
memset(&bindAddr, 0, sizeof(bindAddr));
bindAddr.sin_family = AF_INET;
bindAddr.sin_port = htons(WIN64_LAN_DISCOVERY_PORT);
bindAddr.sin_port = htons(NETWORK_LAN_DISCOVERY_PORT);
bindAddr.sin_addr.s_addr = INADDR_ANY;
#if defined _WINDOWS64 || defined _XBOX
@@ -1285,11 +1285,11 @@ bool WinsockNetLayer::StartDiscovery()
s_discoveryThread = new C4JThread(DiscoveryThreadProc, NULL, "DiscoveryThreadProc");
s_discoveryThread->Run();
app.DebugPrintf("LAN: Listening for LAN games on UDP port %d\n", WIN64_LAN_DISCOVERY_PORT);
app.DebugPrintf("LAN: Listening for LAN games on UDP port %d\n", NETWORK_LAN_DISCOVERY_PORT);
return true;
}
void WinsockNetLayer::StopDiscovery()
void NetworkSocketLayer::StopDiscovery()
{
s_discovering = false;
@@ -1319,9 +1319,9 @@ void WinsockNetLayer::StopDiscovery()
LeaveCriticalSection(&s_discoveryLock);
}
std::vector<Win64LANSession> WinsockNetLayer::GetDiscoveredSessions()
std::vector<LANSession> NetworkSocketLayer::GetDiscoveredSessions()
{
std::vector<Win64LANSession> result;
std::vector<LANSession> result;
if (TryEnterCriticalSection(&s_discoveryLock))
{
result = s_discoveredSessions;
@@ -1330,7 +1330,7 @@ std::vector<Win64LANSession> WinsockNetLayer::GetDiscoveredSessions()
return result;
}
int WinsockNetLayer::DiscoveryThreadProc(LPVOID param)
int NetworkSocketLayer::DiscoveryThreadProc(LPVOID param)
{
app.DebugPrintf("Discovery thread started\n");
char recvBuf[1024];
@@ -1359,10 +1359,10 @@ int WinsockNetLayer::DiscoveryThreadProc(LPVOID param)
}
#endif
if (recvLen < (int)sizeof(Win64LANBroadcast))
if (recvLen < (int)sizeof(LANBroadcast))
continue;
Win64LANBroadcast *broadcast = (Win64LANBroadcast *)recvBuf;
LANBroadcast *broadcast = (LANBroadcast *)recvBuf;
broadcast->magic = ntohl(broadcast->magic);
broadcast->netVersion = ntohs(broadcast->netVersion);
@@ -1370,7 +1370,7 @@ int WinsockNetLayer::DiscoveryThreadProc(LPVOID param)
broadcast->gameHostSettings = ntohl(broadcast->gameHostSettings);
broadcast->texturePackParentId = ntohl(broadcast->texturePackParentId);
if (broadcast->magic != WIN64_LAN_BROADCAST_MAGIC)
if (broadcast->magic != NETWORK_LAN_BROADCAST_MAGIC)
continue;
char senderIP[64];
@@ -1415,7 +1415,7 @@ int WinsockNetLayer::DiscoveryThreadProc(LPVOID param)
if (!found)
{
Win64LANSession session;
LANSession session;
memset(&session, 0, sizeof(session));
strncpy(session.hostIP, senderIP, sizeof(session.hostIP) - 1);
session.hostIP[sizeof(session.hostIP) - 1] = '\0';
@@ -30,12 +30,12 @@
#pragma comment(lib, "Ws2_32.lib")
#endif
#define WIN64_NET_DEFAULT_PORT 25565
#define WIN64_NET_MAX_CLIENTS 7
#define WIN64_NET_RECV_BUFFER_SIZE 65536
#define WIN64_NET_MAX_PACKET_SIZE (4 * 1024 * 1024)
#define WIN64_LAN_DISCOVERY_PORT 25566
#define WIN64_LAN_BROADCAST_MAGIC 0x4D434C4E
#define NETWORK_LAN_DEFAULT_PORT 25565
#define NETWORK_LAN_MAX_CLIENTS 7
#define NETWORK_LAN_RECV_BUFFER_SIZE 65536
#define NETWORK_LAN_MAX_PACKET_SIZE (4 * 1024 * 1024)
#define NETWORK_LAN_DISCOVERY_PORT 25566
#define NETWORK_LAN_BROADCAST_MAGIC 0x4D434C4E
#if defined __PS3__ || defined __ORBIS__
typedef int SOCKET;
@@ -45,7 +45,7 @@ typedef int SOCKET;
class Socket;
#pragma pack(push, 1)
struct Win64LANBroadcast
struct LANBroadcast
{
DWORD magic;
WORD netVersion;
@@ -61,7 +61,7 @@ struct Win64LANBroadcast
};
#pragma pack(pop)
struct Win64LANSession
struct LANSession
{
char hostIP[64];
int hostPort;
@@ -77,7 +77,7 @@ struct Win64LANSession
char playerNames[8][XUSER_NAME_SIZE];
};
struct Win64RemoteConnection
struct RemoteConnection
{
SOCKET tcpSocket;
BYTE smallId;
@@ -85,7 +85,7 @@ struct Win64RemoteConnection
volatile bool active;
};
class WinsockNetLayer
class NetworkSocketLayer
{
public:
static bool Initialize();
@@ -120,7 +120,7 @@ public:
static bool StartDiscovery();
static void StopDiscovery();
static vector<Win64LANSession> GetDiscoveredSessions();
static vector<LANSession> GetDiscoveredSessions();
static int GetHostPort() { return s_hostGamePort; }
@@ -148,12 +148,12 @@ private:
static CRITICAL_SECTION s_sendLock;
static CRITICAL_SECTION s_connectionsLock;
static std::vector<Win64RemoteConnection> s_connections;
static std::vector<RemoteConnection> s_connections;
static SOCKET s_advertiseSock;
static C4JThread* s_advertiseThread;
static volatile bool s_advertising;
static Win64LANBroadcast s_advertiseData;
static LANBroadcast s_advertiseData;
static CRITICAL_SECTION s_advertiseLock;
static int s_hostGamePort;
@@ -161,7 +161,7 @@ private:
static C4JThread* s_discoveryThread;
static volatile bool s_discovering;
static CRITICAL_SECTION s_discoveryLock;
static std::vector<Win64LANSession> s_discoveredSessions;
static std::vector<LANSession> s_discoveredSessions;
static CRITICAL_SECTION s_disconnectLock;
static std::vector<BYTE> s_disconnectedSmallIds;
@@ -170,7 +170,7 @@ private:
static std::vector<BYTE> s_freeSmallIds;
};
extern bool g_Win64MultiplayerHost;
extern bool g_Win64MultiplayerJoin;
extern int g_Win64MultiplayerPort;
extern char g_Win64MultiplayerIP[256];
extern bool g_MultiplayerHost;
extern bool g_MultiplayerJoin;
extern int g_MultiplayerPort;
extern char g_MultiplayerIP[256];
@@ -1,171 +1,171 @@
#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 = 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();
public:
void NotifyPlayerJoined( IQNetPlayer *pQNetPlayer );
void NotifyPlayerLeaving( IQNetPlayer *pQNetPlayer );
#ifndef _XBOX
void FakeLocalPlayerJoined() { NotifyPlayerJoined(m_pIQNet->GetLocalPlayerByUserIndex(0)); }
#endif
};
#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 = 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();
public:
void NotifyPlayerJoined( IQNetPlayer *pQNetPlayer );
void NotifyPlayerLeaving( IQNetPlayer *pQNetPlayer );
#ifndef _XBOX
void FakeLocalPlayerJoined() { NotifyPlayerJoined(m_pIQNet->GetLocalPlayerByUserIndex(0)); }
#endif
};
+6 -6
View File
@@ -5,7 +5,7 @@
#ifdef __PS3__
#include "PS3\Sentient\SentientManager.h"
#include "Common\Network\WinsockNetLayer.h"
#include "Common\Network\NetworkSocketLayer.h"
#include "StatsCounter.h"
#include "PS3\Social\SocialManager.h"
#include <libsn.h>
@@ -18,7 +18,7 @@
#include "Durango\DurangoExtras\xcompress.h"
#elif defined _WINDOWS64
#include "Windows64\Sentient\SentientManager.h"
#include "Common\Network\WinsockNetLayer.h"
#include "Common\Network\NetworkSocketLayer.h"
#include "StatsCounter.h"
#include "Windows64\Social\SocialManager.h"
#include "Windows64\Sentient\DynamicConfigurations.h"
@@ -43,7 +43,7 @@
#endif
#if defined(DISABLE_PSN) || defined(_DISABLE_XBLIVE)
#include "Common\Network\WinsockNetLayer.h"
#include "Common\Network\NetworkSocketLayer.h"
#endif
#ifndef _DISABLE_XBLIVE
@@ -425,9 +425,9 @@ void C_4JProfile::Initialise( DWORD dwTitleID,
BYTE IQNetPlayer::GetSmallId() { return m_smallId; }
void IQNetPlayer::SendData(IQNetPlayer *player, const void *pvData, DWORD dwDataSize, DWORD dwFlags)
{
if (WinsockNetLayer::IsActive())
if (NetworkSocketLayer::IsActive())
{
WinsockNetLayer::SendToSmallId(player->m_smallId, pvData, dwDataSize);
NetworkSocketLayer::SendToSmallId(player->m_smallId, pvData, dwDataSize);
}
}
bool IQNetPlayer::IsSameSystem(IQNetPlayer *player) { return (this == player) || (!m_isRemote && !player->m_isRemote); }
@@ -593,7 +593,7 @@ void C_4JProfile::GetXUID(int iPad, PlayerUID *pXuid,bool bOnlineXuid)
if (IQNet::s_isHosting)
*pXuid = 0xe000d45248242f2e;
else
*pXuid = 0xe000d45248242f2e + WinsockNetLayer::GetLocalSmallId();
*pXuid = 0xe000d45248242f2e + NetworkSocketLayer::GetLocalSmallId();
}
BOOL C_4JProfile::AreXUIDSEqual(PlayerUID xuid1,PlayerUID xuid2) { return xuid1 == xuid2; }
BOOL C_4JProfile::XUIDIsGuest(PlayerUID xuid) { return false; }
+4 -4
View File
@@ -3840,7 +3840,7 @@ xcopy /q /y /i /s /e $(ProjectDir)Durango\CU $(LayoutDir)Image\Loose\CU</Comman
<ClInclude Include="Common\Network\IQNet.h" />
<ClInclude Include="Common\Network\NetworkPlayerInterface.h" />
<ClInclude Include="Common\Network\PlatformNetworkManagerInterface.h" />
<ClInclude Include="Common\Network\PlatformNetworkManagerStub.h">
<ClInclude Include="Common\Network\PlatformNetworkManager.h">
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='ContentPackage_NO_TU|Xbox 360'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='ContentPackage|Xbox 360'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='CONTENTPACKAGE_SYMBOLS|Xbox 360'">true</ExcludedFromBuild>
@@ -4041,7 +4041,7 @@ xcopy /q /y /i /s /e $(ProjectDir)Durango\CU $(LayoutDir)Image\Loose\CU</Comman
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|ORBIS'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|ORBIS'">true</ExcludedFromBuild>
</ClInclude>
<ClInclude Include="Common\Network\WinsockNetLayer.h" />
<ClInclude Include="Common\Network\NetworkSocketLayer.h" />
<ClInclude Include="Common\Potion_Macros.h" />
<ClInclude Include="Common\Telemetry\TelemetryManager.h" />
<ClInclude Include="Common\Trial\TrialMode.h" />
@@ -20929,7 +20929,7 @@ xcopy /q /y /i /s /e $(ProjectDir)Durango\CU $(LayoutDir)Image\Loose\CU</Comman
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|PS3'">true</ExcludedFromBuild>
</ClCompile>
<ClCompile Include="Common\Network\GameNetworkManager.cpp" />
<ClCompile Include="Common\Network\PlatformNetworkManagerStub.cpp">
<ClCompile Include="Common\Network\PlatformNetworkManager.cpp">
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='ContentPackage_NO_TU|Xbox 360'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='ContentPackage|Xbox 360'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='CONTENTPACKAGE_SYMBOLS|Xbox 360'">true</ExcludedFromBuild>
@@ -21131,7 +21131,7 @@ xcopy /q /y /i /s /e $(ProjectDir)Durango\CU $(LayoutDir)Image\Loose\CU</Comman
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|ORBIS'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|ORBIS'">true</ExcludedFromBuild>
</ClCompile>
<ClCompile Include="Common\Network\WinsockNetLayer.cpp" />
<ClCompile Include="Common\Network\NetworkSocketLayer.cpp" />
<ClCompile Include="Common\Telemetry\TelemetryManager.cpp" />
<ClCompile Include="Common\Trial\TrialMode.cpp" />
<ClCompile Include="Common\Tutorial\AreaConstraint.cpp" />
@@ -3110,9 +3110,6 @@
<ClInclude Include="Xbox\Network\PlatformNetworkManagerXbox.h">
<Filter>Xbox\Source Files\Network</Filter>
</ClInclude>
<ClInclude Include="Common\Network\PlatformNetworkManagerStub.h">
<Filter>Common\Source Files\Network</Filter>
</ClInclude>
<ClInclude Include="Xbox\Network\NetworkPlayerXbox.h">
<Filter>Xbox\Source Files\Network</Filter>
</ClInclude>
@@ -3779,10 +3776,13 @@
<ClInclude Include="PSVita\OldSdk.h">
<Filter>PSVita</Filter>
</ClInclude>
<ClInclude Include="Common\Network\WinsockNetLayer.h">
<ClInclude Include="Common\Network\IQNet.h">
<Filter>Common\Source Files\Network</Filter>
</ClInclude>
<ClInclude Include="Common\Network\IQNet.h">
<ClInclude Include="Common\Network\NetworkSocketLayer.h">
<Filter>Common\Source Files\Network</Filter>
</ClInclude>
<ClInclude Include="Common\Network\PlatformNetworkManager.h">
<Filter>Common\Source Files\Network</Filter>
</ClInclude>
</ItemGroup>
@@ -5335,9 +5335,6 @@
<ClCompile Include="Xbox\Network\PlatformNetworkManagerXbox.cpp">
<Filter>Xbox\Source Files\Network</Filter>
</ClCompile>
<ClCompile Include="Common\Network\PlatformNetworkManagerStub.cpp">
<Filter>Common\Source Files\Network</Filter>
</ClCompile>
<ClCompile Include="Xbox\Network\NetworkPlayerXbox.cpp">
<Filter>Xbox\Source Files\Network</Filter>
</ClCompile>
@@ -5929,7 +5926,10 @@
<ClCompile Include="PSVita\OldSdk.cpp">
<Filter>PSVita</Filter>
</ClCompile>
<ClCompile Include="Common\Network\WinsockNetLayer.cpp">
<ClCompile Include="Common\Network\NetworkSocketLayer.cpp">
<Filter>Common\Source Files\Network</Filter>
</ClCompile>
<ClCompile Include="Common\Network\PlatformNetworkManager.cpp">
<Filter>Common\Source Files\Network</Filter>
</ClCompile>
</ItemGroup>
+1 -1
View File
@@ -43,7 +43,7 @@
#include "Network/Orbis_NPToolkit.h"
#include "Orbis\Network\SonyVoiceChat_Orbis.h"
#else
#include "..\..\Minecraft.Client\Common\Network\WinsockNetLayer.h"
#include "..\..\Minecraft.Client\Common\Network\NetworkSocketLayer.h"
#endif
#define THEME_NAME "584111F70AAAAAAA"
+2 -2
View File
@@ -24,7 +24,7 @@ SYS_PROCESS_PARAM(1001, 0x10000); // thread priority, and stack size
#include <sysutil/sysutil_msgdialog.h>
#include "PS3/Network/SonyRemoteStorage_PS3.h"
#include "..\..\Minecraft.Client\Common\Network\WinsockNetLayer.h"
#include "..\..\Minecraft.Client\Common\Network\NetworkSocketLayer.h"
// define to use spurs (otherwise SPU threads or raw will be used)
#define USE_SPURS
@@ -1129,7 +1129,7 @@ int main()
if(ShutdownManager::ShouldRun(ShutdownManager::eMainThread))
{
g_NetworkManager.Initialise();
WinsockNetLayer::Initialize();
NetworkSocketLayer::Initialize();
g_NetworkManager.SetLocalGame(true);
}
@@ -37,7 +37,7 @@
#include "Resource.h"
#include "..\..\Minecraft.World\compression.h"
#include "..\..\Minecraft.World\OldChunkStorage.h"
#include "..\..\Minecraft.Client\Common\Network\WinsockNetLayer.h"
#include "..\..\Minecraft.Client\Common\Network\NetworkSocketLayer.h"
#include "Xbox/resource.h"
@@ -661,8 +661,8 @@ int APIENTRY _tWinMain(_In_ HINSTANCE hInstance,
int n = 0;
while (ipArg[n] && ipArg[n] != ' ' && n < 255) { ipBuf[n] = ipArg[n]; n++; }
ipBuf[n] = 0;
strncpy_s(g_Win64MultiplayerIP, 256, ipBuf, _TRUNCATE);
g_Win64MultiplayerJoin = true;
strncpy_s(g_MultiplayerIP, 256, ipBuf, _TRUNCATE);
g_MultiplayerJoin = true;
}
char *portArg = strstr(cmdLineA, "-port ");
@@ -674,8 +674,8 @@ int APIENTRY _tWinMain(_In_ HINSTANCE hInstance,
int n = 0;
while (portArg[n] && portArg[n] != ' ' && n < 15) { portBuf[n] = portArg[n]; n++; }
portBuf[n] = 0;
g_Win64MultiplayerPort = atoi(portBuf);
if (g_Win64MultiplayerPort <= 0) g_Win64MultiplayerPort = WIN64_NET_DEFAULT_PORT;
g_MultiplayerPort = atoi(portBuf);
if (g_MultiplayerPort <= 0) g_MultiplayerPort = NETWORK_LAN_DEFAULT_PORT;
}
}
@@ -860,7 +860,7 @@ int APIENTRY _tWinMain(_In_ HINSTANCE hInstance,
extern wchar_t g_Win64UsernameW[17];
wcscpy_s(IQNet::m_player[0].m_gamertag, 32, g_Win64UsernameW);
WinsockNetLayer::Initialize();
NetworkSocketLayer::Initialize();
// 4J-PB moved further down
//app.InitGameSettings();