Fix X360 Crossplay (#26)
^Reviewed-on: #26 Co-authored-by: qloak <realminecart@gmail.com>
This commit was merged in pull request #26.
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@@ -4889,11 +4889,13 @@ void CMinecraftApp::SignInChangeCallback(LPVOID pParam,bool bPrimaryPlayerChange
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// 4J Stu - On PS4 we can also cause to exit players if they are signed out here, but we shouldn't do that if
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// we are going to switch to an offline game as it will likely crash due to incompatible parallel processes
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bool switchToOffline = false;
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#ifndef _DISABLE_XBLIVE
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// If it's an online game, and the primary profile is no longer signed into LIVE then we act as if disconnected
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if( !ProfileManager.IsSignedInLive( ProfileManager.GetLockedProfile() ) && !g_NetworkManager.IsLocalGame() )
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{
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switchToOffline = true;
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}
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#endif
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//printf("Old: %x, New: %x, Changed: %x\n", m_ulLastSignInData, ulSignInData, changedPlayers);
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for(unsigned int i = 0; i < XUSER_MAX_COUNT; ++i)
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@@ -4958,6 +4960,7 @@ void CMinecraftApp::SignInChangeCallback(LPVOID pParam,bool bPrimaryPlayerChange
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g_NetworkManager.HandleSignInChange();
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}
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#ifndef _DISABLE_XBLIVE
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// Some menus require the player to be signed in to live, so if this callback happens and the primary player is
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// no longer signed in then nav back
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else if ( pApp->GetLiveLinkRequired() && !ProfileManager.IsSignedInLive( ProfileManager.GetLockedProfile() ) )
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@@ -4969,6 +4972,7 @@ void CMinecraftApp::SignInChangeCallback(LPVOID pParam,bool bPrimaryPlayerChange
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pApp->SetAction(iPrimaryPlayer,eAppAction_EthernetDisconnected);
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}
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}
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#endif
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#if ( defined __PS3__ || defined __ORBIS__ || defined _DURANGO || defined __PSVITA__ )
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// 4J-JEV: Need to kick of loading of profile data for sub-sign in players.
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