#include "stdafx.h" #include "..\..\Minecraft.Client\Tesselator.h" #include "..\..\Minecraft.World\compression.h" #define FIFTY_ONE_MB (1000000*51) // Maximum TCR space required for a save is 52MB (checking for this on a selected device) #define NUM_PROFILE_VALUES 5 DWORD dwProfileSettingsA[NUM_PROFILE_VALUES]= { #ifdef _XBOX XPROFILE_OPTION_CONTROLLER_VIBRATION, XPROFILE_GAMER_YAXIS_INVERSION, XPROFILE_GAMER_CONTROL_SENSITIVITY, XPROFILE_GAMER_ACTION_MOVEMENT_CONTROL, XPROFILE_TITLE_SPECIFIC1, #else 0,0,0,0,0 #endif }; int DefineActions() { }; int v47; int main() { #ifdef 0 if ( !SYSGetArguments(&v54, v62) && v55 == 1 ) { byte_1046C163 = 1; dword_104DD144 = v56; byte_1046C162 = 1; } OSInitMessageQueue(&unk_10709BB0, &unk_10709B88, 1); InitializeCriticalSection(&unk_10709BEC); OSCreateThread4J__FP8OSThreadPFiPv_iiPvT4UiT3Us(&unk_107094E8, altMainThread, 0, 0, &unk_107094E8, 0x20000, 17, 0); v5 = OSResumeThread(&unk_107094E8); v6 = SetMainThreadID__9C4JThreadSFv(v5); #endif // WII U DECOMP // 4J-JEV: Moved this here in case some archived files are compressed. Compression::CreateNewThreadStorage(); RenderManager.Initialise(); // Set the number of possible joypad layouts that the user can switch between, and the number of actions // Need to init Input before UI so we know what the Circle/Cross state is InputManager.Initialise(1,3,MINECRAFT_ACTION_MAX, ACTION_MAX_MENU); // Set the default joypad action mappings for Minecraft DefineActions(); InputManager.SetJoypadMapVal(0,0); InputManager.SetKeyRepeatRate(0.3f,0.2f); #ifdef 0 InputManager.SetDeadzoneAndMovementRange(0, 20000, 32767); #endif // WII U DECOMP app.loadMediaArchive(); app.DebugPrintf("+++Main - after app.loadMediaArchive\n"); // Read the file containing the product codes if(app.ReadProductCodes()==FALSE) { // can't continue app.FatalLoadError(); } #ifdef 0 int ProductSKU = app.GetProductSKU(); if (ProductSKU <= 2) { C_4JProfile::SetMinimumAge(&unk_1078D372, *(unsigned __int8 *)(ProductSKU + 270239279)); } #endif // WII U DECOMP // ESRB EVERYONE 10+, temporary for now ProfileManager.SetMinimumAge(10,1); app.loadStringTable(); // 4J-Stu Wii U is weird, it already has it swapped, 1 will suffice. // (just imagine this is a real 4J comment) InputManager.SetCircleCrossSwapped(1); if(RenderManager.IsWidescreen()) ui.init(1280,720); else ui.init(1280,480); static bool bTrialTimerDisplayed=true; //////////////// // Initialise // //////////////// #if 0 // 4J Stu - XACT was creating these automatically, but we need them for QNet. The setup params // are just copied from a sample app and may need changed for our purposes // Start XAudio2 hr = XAudio2Create( &g_pXAudio2, 0, XAUDIO2_DEFAULT_PROCESSOR ); if( FAILED( hr ) ) { app.DebugPrintf( "Initializing XAudio2 failed (err = 0x%08x)!\n", hr ); app.FatalLoadError(); } // Create an XAudio2 mastering voice (utilized by XHV2 when voice data is mixed to main speakers) hr = g_pXAudio2->CreateMasteringVoice(&g_pXAudio2MasteringVoice, XAUDIO2_DEFAULT_CHANNELS, XAUDIO2_DEFAULT_SAMPLERATE, 0, 0, NULL); if ( FAILED( hr ) ) { app.DebugPrintf( "Creating XAudio2 mastering voice failed (err = 0x%08x)!\n", hr ); app.FatalLoadError(); } #endif app.InitTime(); // more Wii U sdk specific stuff, yayyyy #ifdef 0 // Initialise the profile manager with the game Title ID, Offer ID, a profile version number, and the number of profile values and settings ProfileManager.Initialise(&unk_101B862C, &unk_101B862C, 18, 5, 4, &unk_1047B9B0, 3888, &dword_106E8DB8); ProfileManager.SetSignInChoicesCallback(RequestSignInUIChoices__20CConsoleMinecraftAppSFi); #endif // WII U DECOMP app.DebugPrintf("+++Main - after ProfileManager.Initialise\n"); // register the awards RegisterAwardsWithProfileManager(); // PIEBOT: its not confirmed what the 4th argument is, its FIFTY_ONE_MB temporarily until its sorted out // initialise the storage manager with a callback for displaying the saving message StorageManager.Init(0,app.GetString(IDS_DEFAULT_SAVENAME),"savegame.dat",FIFTY_ONE_MB,&CConsoleMinecraftApp::DisplaySavingMessage,(LPVOID)&app,"",v47); app.SetNoSpaceForSaveQuota(v47[0]); app.DebugPrintf(">>> StorageManager.Init, noSpaceForQuota is %d\n", v47[0]); ProfileManager.LoadAllMiiData(); #if 0 // Set up the global title storage path StorageManager.StoreTMSPathName(); #endif // MGH - I've had to rearrange some of the ordering here, as I was getting conflicts with the sysutils for trophies and the upgrade key //app.FatalLoadError(); // set a function to be called when there's a sign in change, so we can exit a level if the primary player signs out ProfileManager.SetSignInChangeCallback(&CConsoleMinecraftApp::SignInChangeCallback,(LPVOID)&app); #if 0 // set a function to be called when the ethernet is disconnected, so we can back out if required ProfileManager.SetNotificationsCallback(&CConsoleMinecraftApp::NotificationsCallback,(LPVOID)&app); // Set a callback for when there is a read error on profile data ProfileManager.SetProfileReadErrorCallback(&CConsoleMinecraftApp::ProfileReadErrorCallback,(LPVOID)&app); // QNet needs to be setup after profile manager, as we do not want its Notify listener to handle // XN_SYS_SIGNINCHANGED notifications. This does mean that we need to have a callback in the // ProfileManager for XN_LIVE_INVITE_ACCEPTED for QNet. #endif // 0 // Set a callback for when there is a read error on profile data ProfileManager.SetProfileReadErrorCallback(&CConsoleMinecraftApp::ProfileReadErrorCallback,(LPVOID)&app); // Before using any save/load on Wii U, we need a secure id set StorageManager.InitialiseProfileData(PROFILE_VERSION_18, NUM_PROFILE_VALUES, NUM_PROFILE_SETTINGS, dwProfileSettingsA, app.GAME_DEFINED_PROFILE_DATA_BYTES*XUSER_MAX_COUNT, &app.uiGameDefinedDataChangedBitmask); app.DebugPrintf("+++Main - after InitialiseProfileData\n"); // Set a callback for the default player options to be set - when there is no profile data for the player StorageManager.SetDefaultOptionsCallback(&CConsoleMinecraftApp::DefaultOptionsCallback,(LPVOID)&app); StorageManager.SetOptionsDataCallback(&CConsoleMinecraftApp::OptionsDataCallback,(LPVOID)&app); // Set a callback to deal with old profile versions needing updated to new versions ProfileManager.SetOldProfileVersionCallback(&CConsoleMinecraftApp::OldProfileVersionCallback,(LPVOID)&app); StorageManager.SetGameSaveFolderPrefix(""); StorageManager.SetMaxSaves(99); byteArray baSaveThumbnail = app.getArchiveFile(L"DefaultSaveThumbnail64x64.png"); if(baSaveThumbnail.data!=NULL) { delete [] baSaveThumbnail.data; } StorageManager.SetDefaultImages(); StorageManager.SetIncompleteSaveCallback(&CConsoleMinecraftApp::Callback_SaveGameIncomplete, (LPVOID)&app); // defaults StorageManager.SetSaveTitle(L"Default Save"); // debug switch to trial version // ProfileManager.SetDebugFullOverride(true); //ProfileManager.AddDLC(2); StorageManager.SetDLCPackageRoot("DLCDrive"); // Initialise TLS for tesselator, for this main thread Tesselator::CreateNewThreadStorage(1024*1024); // Initialise TLS for AABB and Vec3 pools, for this main thread AABB::CreateNewThreadStorage(); Vec3::CreateNewThreadStorage(); IntCache::CreateNewThreadStorage(); OldChunkStorage::CreateNewThreadStorage(); Level::enableLightingCache(); Tile::CreateNewThreadStorage(); #ifdef 0 FireworksRecipe::CreateNewThreadStorage(); #endif // FROM WII U DECOMP Minecraft::main(); Minecraft *pMinecraft=Minecraft::GetInstance(); app.InitGameSettings(); // - allocates the memory for the game settings // read the options here for controller 0 - this won't actually be actioned until a storagemanager tick later StorageManager.ReadFromProfile(0); // set the default profile values // 4J-PB - InitGameSettings already does this /*for(int i=0;ioptions->set(Options::Option::MUSIC,1.0f); pMinecraft->options->set(Options::Option::SOUND,1.0f); app.NavigateToScene(XUSER_INDEX_ANY,eUIScene_Intro,&initData); #endif //LeaderboardManager::Instance()->OpenSession(); //LeaderboardManager::Instance()->ReadStats_TopRank(DebugReadListener::m_instance, 0, LeaderboardManager::eStatsType_Travelling, 1, 1); g_NetworkManager.Initialise(); g_NetworkManager.SetLocalGame(true); while( true ) { // nintendo sdk bullshit #ifdef 0 EnterCriticalSection(&unk_10709BEC); LeaveCriticalSection(&unk_10709BEC); if ( byte_1047B9AC ) break; v26 = ProcUIProcessMessages(1); if ( v26 == 3 ) { CMinecraftApp::DebugPrintf(&app, ">>! PROCUI_STATUS_EXIT\n"); v27 = C4JRender::WiiUWaitDrawDone(&unk_1072C506); ProcUIShutdown(v27); result = 0; goto LABEL_66; } if ( v26 == 2 ) { v29 = CMinecraftApp::DebugPrintf(&app, ">>! PROCUI_STATUS_RELEASING\n"); v30 = ReleaseCallback__22NintendoVoiceChat_WiiUSFv(v29); ProcUIDrawDoneRelease(v30); } #endif // WII U DECOMP RenderManager.StartFrame(); app.UpdateTime(); PIXBeginNamedEvent(0,"Input manager tick"); InputManager.Tick(); PIXEndNamedEvent(); // I think the lines under me is related to the gamepad, which is // so important that it was one of the Wii U's selling point. // We should look into it when we do 4JLibs Wii U. #ifdef 0 IsPadDRCController = InputManager.IsPadDRCController(4); if ( IsPadDRCController != (unsigned __int8)byte_1047B988 ) { if ( IsPadDRCController ) { if ( byte_106E9491 ) byte_106E9492 = 1; } else { byte_106E9492 = 0; } byte_1047B988 = IsPadDRCController; } #endif // WII U DECOMP PIXBeginNamedEvent(0,"Profile manager tick"); ProfileManager.Tick(); PIXEndNamedEvent(); PIXBeginNamedEvent(0,"Storage manager tick"); StorageManager.Tick(); PIXEndNamedEvent(); PIXBeginNamedEvent(0,"Render manager tick"); RenderManager.Tick(); PIXEndNamedEvent(); // Tick the social networking manager. PIXBeginNamedEvent(0,"Social network manager tick"); // CSocialManager::Instance()->Tick(); PIXEndNamedEvent(); // Tick sentient. PIXBeginNamedEvent(0,"Sentient tick"); MemSect(37); // SentientManager.Tick(); MemSect(0); PIXEndNamedEvent(); PIXBeginNamedEvent(0,"Network manager do work #1"); g_NetworkManager.DoWork(); PIXEndNamedEvent(); #ifdef 0 if ( byte_106E9492 || byte_106E9491 || !CGameNetworkManager::IsInGameplay(&unk_104C0E34) || !byte_106E9493 || CMinecraftApp::GetLocalPlayerCount(&app) != 1 ) { v32 = 119; dword_1047B98C = 119; goto LABEL_37; } if ( dword_1047B98C ) { v32 = --dword_1047B98C; LABEL_37: if ( v32 ) goto LABEL_39; } byte_106E9491 = 1; LABEL_39: (*(void (**)(void))(*(_DWORD *)(dword_106E8A18 + 44) + 28))(); #endif // WII U DECOMP // 4J-PB - these get set every tick causing the write profile flag to be true all the time - // app.SetGameSettingsDebugMask(0,eDebugSetting_LoadSavesFromDisk); // app.SetGameSettingsDebugMask(0,eDebugSetting_WriteSavesToDisk); // app.SetLoadSavesFromFolderEnabled(true); // app.SetWriteSavesToFolderEnabled(true); //LeaderboardManager::Instance()->Tick(); // Render game graphics. if(app.GetGameStarted()) { // if(InputManager.ButtonPressed(0, MINECRAFT_ACTION_SNEAK_TOGGLE)) // { // app.DebugPrintf("saving game...\n"); // debugSaveGameDirect(); // // } pMinecraft->run_middle(); app.SetAppPaused( g_NetworkManager.IsLocalGame() && g_NetworkManager.GetPlayerCount() == 1 && ui.IsPauseMenuDisplayed(ProfileManager.GetPrimaryPad()) ); } else { MemSect(28); pMinecraft->soundEngine->tick(NULL, 0.0f); MemSect(0); pMinecraft->textures->tick(true,false); IntCache::Reset(); if( app.GetReallyChangingSessionType() ) { pMinecraft->tickAllConnections(); // Added to stop timing out when we are waiting after converting to an offline game } } pMinecraft->soundEngine->playMusicTick(); #ifdef MEMORY_TRACKING static bool bResetMemTrack = false; static bool bDumpMemTrack = false; MemPixStuff(); if( bResetMemTrack ) { ResetMem(); MEMORYSTATUS memStat; GlobalMemoryStatus(&memStat); printf("RESETMEM: Avail. phys %d\n",memStat.dwAvailPhys/(1024*1024)); bResetMemTrack = false; } if( bDumpMemTrack ) { DumpMem(); bDumpMemTrack = false; MEMORYSTATUS memStat; GlobalMemoryStatus(&memStat); printf("DUMPMEM: Avail. phys %d\n",memStat.dwAvailPhys/(1024*1024)); printf("Renderer used: %d\n",RenderManager.CBuffSize(-1)); } #endif #if 0 static bool bDumpTextureUsage = false; if( bDumpTextureUsage ) { RenderManager.TextureGetStats(); bDumpTextureUsage = false; } #endif ui.tick(); ui.render(); // Present the frame. PIXBeginNamedEvent(0,"Frame present"); RenderManager.Present(); PIXEndNamedEvent(); RenderManager.Set_matrixDirty(); ui.CheckMenuDisplayed(); PIXBeginNamedEvent(0,"Profile load check"); // has the game defined profile data been changed (by a profile load) if(app.uiGameDefinedDataChangedBitmask!=0) { void *pData; for(int i=0;istats[ i ]->clear(); pMinecraft->stats[i]->parse(pData); } } // Check to see if we can post to social networks. // clear the flag app.uiGameDefinedDataChangedBitmask=0; // Check if any profile write are needed //app.CheckGameSettingsChanged(); } PIXEndNamedEvent(); #if 0 app.TickDLCOffersRetrieved(); app.TickTMSPPFilesRetrieved(); #endif PIXBeginNamedEvent(0,"Network manager do work #2"); g_NetworkManager.DoWork(); PIXEndNamedEvent(); #if 0 PIXBeginNamedEvent(0,"Misc extra xui"); // Update XUI Timers hr = XuiTimersRun(); #endif // Any threading type things to deal with from the xui side? app.HandleXuiActions(); #if 0 PIXEndNamedEvent(); #endif // 4J-PB - Update the trial timer display if we are in the trial version if(!ProfileManager.IsFullVersion()) { // display the trial timer if(app.GetGameStarted()) { // 4J-PB - if the game is paused, add the elapsed time to the trial timer count so it doesn't tick down if(app.IsAppPaused()) { app.UpdateTrialPausedTimer(); } ui.UpdateTrialTimer(ProfileManager.GetPrimaryPad()); } } else { // need to turn off the trial timer if it was on , and we've unlocked the full version if(bTrialTimerDisplayed) { ui.ShowTrialTimer(false); bTrialTimerDisplayed=false; } } // PS3 DLC app.CommerceTick(); // Fix for #7318 - Title crashes after short soak in the leaderboards menu // A memory leak was caused because the icon renderer kept creating new Vec3's because the pool wasn't reset Vec3::resetPool(); } // Free resources, unregister custom classes, and exit. // app.Uninit(); // g_pd3dDevice->Release(); }