Move stuff from sys/posix/ and sys/win32/ to sys/common/

All these files were almost identical, so there is no good reason to
have them twice..

and change CMakeLists.txt accordingly

(Not that this commit won't compile because some #includes are still
broken - will be fixed in the next one)
This commit is contained in:
Daniel Gibson 2013-03-17 22:54:28 +01:00
parent 95a1066004
commit cec460d38c
17 changed files with 0 additions and 2206 deletions

View file

@ -712,16 +712,11 @@ file(GLOB_RECURSE WIN32_INCLUDES sys/win32/*.h)
#file(GLOB_RECURSE WIN32_SOURCES sys/win32/*.cpp)
set(WIN32_SOURCES
sys/win32/win_achievements.cpp
sys/win32/win_glimp.cpp
sys/win32/win_input.cpp
sys/win32/win_localuser.cpp
sys/win32/win_main.cpp
sys/win32/win_qgl.cpp
sys/win32/win_savegame.cpp
sys/win32/win_session_local.cpp
sys/win32/win_shared.cpp
sys/win32/win_signin.cpp
sys/win32/win_snd.cpp
sys/win32/win_syscon.cpp
sys/win32/win_taskkeyhook.cpp

View file

@ -1,111 +0,0 @@
/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#pragma hdrstop
#include "../../idlib/precompiled.h"
#include "posix_achievements.h"
#include "../sys_session_local.h"
extern idCVar achievements_Verbose;
#define STEAM_ACHIEVEMENT_PREFIX "ach_"
/*
========================
idAchievementSystemWin::idAchievementSystemWin
========================
*/
idAchievementSystemWin::idAchievementSystemWin()
{
}
/*
========================
idAchievementSystemWin::IsInitialized
========================
*/
bool idAchievementSystemWin::IsInitialized()
{
return false;
}
/*
================================
idAchievementSystemWin::AchievementUnlock
================================
*/
void idAchievementSystemWin::AchievementUnlock( idLocalUser* user, int achievementID )
{
}
/*
========================
idAchievementSystemWin::AchievementLock
========================
*/
void idAchievementSystemWin::AchievementLock( idLocalUser* user, const int achievementID )
{
}
/*
========================
idAchievementSystemWin::AchievementLockAll
========================
*/
void idAchievementSystemWin::AchievementLockAll( idLocalUser* user, const int maxId )
{
}
/*
========================
idAchievementSystemWin::GetAchievementDescription
========================
*/
bool idAchievementSystemWin::GetAchievementDescription( idLocalUser* user, const int achievementID, achievementDescription_t& data ) const
{
return false;
}
/*
========================
idAchievementSystemWin::GetAchievementState
========================
*/
bool idAchievementSystemWin::GetAchievementState( idLocalUser* user, idArray< bool, idAchievementSystem::MAX_ACHIEVEMENTS >& achievements ) const
{
return false;
}
/*
================================
idAchievementSystemWin::Pump
================================
*/
void idAchievementSystemWin::Pump()
{
}

View file

@ -1,50 +0,0 @@
/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#ifndef __POSIX_ACHIEVEMENTS_H__
#define __POSIX_ACHIEVEMENTS_H__
/*
================================================
idAchievementSystemWin
================================================
*/
class idAchievementSystemWin : public idAchievementSystem
{
public:
idAchievementSystemWin();
bool IsInitialized();
void AchievementUnlock( idLocalUser* user, const int achievementID );
void AchievementLock( idLocalUser* user, const int achievementID );
void AchievementLockAll( idLocalUser* user, const int maxId );
void Pump();
bool GetAchievementDescription( idLocalUser* user, const int id, achievementDescription_t& data ) const;
bool GetAchievementState( idLocalUser* user, idArray< bool, idAchievementSystem::MAX_ACHIEVEMENTS >& achievements ) const;
};
#endif // __POSIX_ACHIEVEMENTS_H__

View file

@ -1,131 +0,0 @@
/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#pragma hdrstop
#include "../../idlib/precompiled.h"
#include "posix_localuser.h"
extern idCVar win_userPersistent;
extern idCVar win_userOnline;
extern idCVar win_isInParty;
extern idCVar win_partyCount;
/*
========================
idLocalUserWin::Init
========================
*/
void idLocalUserWin::Init( int inputDevice_, const char* gamertag_, int numLocalUsers )
{
if( numLocalUsers == 1 ) // Check for 1, since this is now incremented before we get in here
{
// This is the master user
gamertag = gamertag_;
}
else
{
// On steam, we need to generate a name based off the master user for split-screen users.
// We use the number of users on the system to generate the name rather than the device
// number so that it is always consistently "username (2)" for the second player.
gamertag.Format( "%s (%i)", gamertag_, numLocalUsers );
}
inputDevice = inputDevice_;
}
/*
========================
idLocalUserWin::IsProfileReady
========================
*/
bool idLocalUserWin::IsProfileReady() const
{
#ifdef _DEBUG
return win_userPersistent.GetBool();
#else
return true;
#endif
}
/*
========================
idLocalUserWin::IsOnline
========================
*/
bool idLocalUserWin::IsOnline() const
{
#ifdef _DEBUG
return win_userOnline.GetBool();
#else
return true;
#endif
}
/*
========================
idLocalUserWin::IsInParty
========================
*/
bool idLocalUserWin::IsInParty() const
{
#ifdef _DEBUG
return win_isInParty.GetBool();
#else
return false;
#endif
}
/*
========================
idLocalUserWin::GetPartyCount
========================
*/
int idLocalUserWin::GetPartyCount() const
{
// TODO: Implement
#ifdef _DEBUG
return win_partyCount.GetInteger();
#else
return 0;
#endif
}
/*
========================
idLocalUserWin::VerifyUserState
========================
*/
bool idLocalUserWin::VerifyUserState( winUserState_t& state )
{
if( state.inputDevice != inputDevice )
{
return false;
}
return true;
}

View file

@ -1,96 +0,0 @@
/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#ifndef __POSIX_LOCALUSER_H__
#define __POSIX_LOCALUSER_H__
// This is to quickly get/set the data needed for disc-swapping
typedef struct
{
int inputDevice;
} winUserState_t;
/*
================================================
idLocalUserWin
================================================
*/
class idLocalUserWin : public idLocalUser
{
public:
static const int MAX_GAMERTAG = 64; // max number of bytes for a gamertag
static const int MAX_GAMERTAG_CHARS = 16; // max number of UTF-8 characters to show
idLocalUserWin() : inputDevice( 0 ) {}
//==========================================================================================
// idLocalUser interface
//==========================================================================================
virtual bool IsProfileReady() const;
virtual bool IsOnline() const;
virtual bool IsInParty() const;
virtual int GetPartyCount() const;
virtual uint32 GetOnlineCaps() const
{
return ( IsPersistent() && IsOnline() ) ? ( CAP_IS_ONLINE | CAP_CAN_PLAY_ONLINE ) : 0;
}
virtual int GetInputDevice() const
{
return inputDevice;
}
virtual const char* GetGamerTag() const
{
return gamertag.c_str();
}
virtual void PumpPlatform() {}
//==========================================================================================
// idLocalUserWin interface
//==========================================================================================
void SetInputDevice( int inputDevice_ )
{
inputDevice = inputDevice_;
}
void SetGamerTag( const char* gamerTag_ )
{
gamertag = gamerTag_;
}
winUserState_t GetUserState()
{
winUserState_t a = { inputDevice };
return a;
}
bool VerifyUserState( winUserState_t& state );
void Init( int inputDevice_, const char* gamertag_, int numLocalUsers );
private:
idStrStatic< MAX_GAMERTAG > gamertag;
int inputDevice;
};
#endif // __POSIX_LOCALUSER_H__

View file

@ -1,820 +0,0 @@
/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#pragma hdrstop
#include "../../idlib/precompiled.h"
#include "../sys_session_local.h"
#include "../sys_savegame.h"
idCVar savegame_winInduceDelay( "savegame_winInduceDelay", "0", CVAR_INTEGER, "on windows, this is a delay induced before any file operation occurs" );
extern idCVar fs_savepath;
extern idCVar saveGame_checksum;
extern idCVar savegame_error;
#define SAVEGAME_SENTINAL 0x12358932
// RB begin
#define ERROR_SUCCESS 0
// RB end
/*
========================
void Sys_ExecuteSavegameCommandAsync
========================
*/
void Sys_ExecuteSavegameCommandAsyncImpl( idSaveLoadParms* savegameParms )
{
assert( savegameParms != NULL );
session->GetSaveGameManager().GetSaveGameThread().data.saveLoadParms = savegameParms;
if( session->GetSaveGameManager().GetSaveGameThread().GetThreadHandle() == 0 )
{
session->GetSaveGameManager().GetSaveGameThread().StartWorkerThread( "Savegame", CORE_ANY );
}
session->GetSaveGameManager().GetSaveGameThread().SignalWork();
}
/*
========================
idLocalUser * GetLocalUserFromUserId
========================
*/
idLocalUserWin* GetLocalUserFromSaveParms( const saveGameThreadArgs_t& data )
{
if( ( data.saveLoadParms != NULL ) && ( data.saveLoadParms->inputDeviceId >= 0 ) )
{
idLocalUser* user = session->GetSignInManager().GetLocalUserByInputDevice( data.saveLoadParms->inputDeviceId );
if( user != NULL )
{
idLocalUserWin* userWin = static_cast< idLocalUserWin* >( user );
if( userWin != NULL && data.saveLoadParms->userId == idStr::Hash( userWin->GetGamerTag() ) )
{
return userWin;
}
}
}
return NULL;
}
/*
========================
idSaveGameThread::SaveGame
========================
*/
int idSaveGameThread::Save()
{
idLocalUserWin* user = GetLocalUserFromSaveParms( data );
if( user == NULL )
{
data.saveLoadParms->errorCode = SAVEGAME_E_INVALID_USER;
return -1;
}
idSaveLoadParms* callback = data.saveLoadParms;
idStr saveFolder = "savegame";
saveFolder.AppendPath( callback->directory );
// Check for the required storage space.
int64 requiredSizeBytes = 0;
{
for( int i = 0; i < callback->files.Num(); i++ )
{
idFile_SaveGame* file = callback->files[i];
requiredSizeBytes += ( file->Length() + sizeof( unsigned int ) ); // uint for checksum
if( file->type == SAVEGAMEFILE_PIPELINED )
{
requiredSizeBytes += MIN_SAVEGAME_SIZE_BYTES;
}
}
}
int ret = ERROR_SUCCESS;
// Check size of previous files if needed
// ALL THE FILES RIGHT NOW---- could use pattern later...
idStrList filesToDelete;
if( ( callback->mode & SAVEGAME_MBF_DELETE_FILES ) && !callback->cancelled )
{
if( fileSystem->IsFolder( saveFolder.c_str(), "fs_savePath" ) == FOLDER_YES )
{
idFileList* files = fileSystem->ListFilesTree( saveFolder.c_str(), "*.*" );
for( int i = 0; i < files->GetNumFiles(); i++ )
{
requiredSizeBytes -= fileSystem->GetFileLength( files->GetFile( i ) );
filesToDelete.Append( files->GetFile( i ) );
}
fileSystem->FreeFileList( files );
}
}
// RB: disabled savegame and profile storage checks, because it fails sometimes without any clear reason
/*
// Inform user about size required if necessary
if( requiredSizeBytes > 0 && !callback->cancelled )
{
user->StorageSizeAvailable( requiredSizeBytes, callback->requiredSpaceInBytes );
if( callback->requiredSpaceInBytes > 0 )
{
// check to make sure savepath actually exists before erroring
idStr directory = fs_savepath.GetString();
directory += "\\"; // so it doesn't think the last part is a file and ignores in the directory creation
fileSystem->CreateOSPath( directory ); // we can't actually check FileExists in production builds, so just try to create it
user->StorageSizeAvailable( requiredSizeBytes, callback->requiredSpaceInBytes );
if( callback->requiredSpaceInBytes > 0 )
{
callback->errorCode = SAVEGAME_E_INSUFFICIENT_ROOM;
// safe to return, haven't written any files yet
return -1;
}
}
}
*/
// RB end
// Delete all previous files if needed
// ALL THE FILES RIGHT NOW---- could use pattern later...
for( int i = 0; i < filesToDelete.Num() && !callback->cancelled; i++ )
{
fileSystem->RemoveFile( filesToDelete[i].c_str() );
}
// Save the raw files.
for( int i = 0; i < callback->files.Num() && ret == ERROR_SUCCESS && !callback->cancelled; i++ )
{
idFile_SaveGame* file = callback->files[i];
idStr fileName = saveFolder;
fileName.AppendPath( file->GetName() );
idStr tempFileName = va( "%s.temp", fileName.c_str() );
idFile* outputFile = fileSystem->OpenFileWrite( tempFileName, "fs_savePath" );
if( outputFile == NULL )
{
idLib::Warning( "[%s]: Couldn't open file for writing, %s", __FUNCTION__, tempFileName.c_str() );
file->error = true;
callback->errorCode = SAVEGAME_E_UNKNOWN;
ret = -1;
continue;
}
if( ( file->type & SAVEGAMEFILE_PIPELINED ) != 0 )
{
idFile_SaveGamePipelined* inputFile = dynamic_cast< idFile_SaveGamePipelined* >( file );
assert( inputFile != NULL );
blockForIO_t block;
while( inputFile->NextWriteBlock( & block ) )
{
if( ( size_t )outputFile->Write( block.data, block.bytes ) != block.bytes )
{
idLib::Warning( "[%s]: Write failed.", __FUNCTION__ );
file->error = true;
callback->errorCode = SAVEGAME_E_INSUFFICIENT_ROOM;
ret = -1;
break;
}
}
}
else
{
if( ( file->type & SAVEGAMEFILE_BINARY ) || ( file->type & SAVEGAMEFILE_COMPRESSED ) )
{
if( saveGame_checksum.GetBool() )
{
unsigned int checksum = MD5_BlockChecksum( file->GetDataPtr(), file->Length() );
size_t size = outputFile->WriteBig( checksum );
if( size != sizeof( checksum ) )
{
idLib::Warning( "[%s]: Write failed.", __FUNCTION__ );
file->error = true;
callback->errorCode = SAVEGAME_E_INSUFFICIENT_ROOM;
ret = -1;
}
}
}
size_t size = outputFile->Write( file->GetDataPtr(), file->Length() );
if( size != ( size_t )file->Length() )
{
idLib::Warning( "[%s]: Write failed.", __FUNCTION__ );
file->error = true;
callback->errorCode = SAVEGAME_E_INSUFFICIENT_ROOM;
ret = -1;
}
else
{
idLib::PrintfIf( saveGame_verbose.GetBool(), "Saved %s (%s)\n", fileName.c_str(), outputFile->GetFullPath() );
}
}
delete outputFile;
if( ret == ERROR_SUCCESS )
{
// Remove the old file
if( !fileSystem->RenameFile( tempFileName, fileName, "fs_savePath" ) )
{
idLib::Warning( "Could not start to rename temporary file %s to %s.", tempFileName.c_str(), fileName.c_str() );
}
}
else
{
fileSystem->RemoveFile( tempFileName );
idLib::Warning( "Invalid write to temporary file %s.", tempFileName.c_str() );
}
}
if( data.saveLoadParms->cancelled )
{
data.saveLoadParms->errorCode = SAVEGAME_E_CANCELLED;
}
// Removed because it seemed a bit drastic
#if 0
// If there is an error, delete the partially saved folder
if( callback->errorCode != SAVEGAME_E_NONE )
{
if( fileSystem->IsFolder( saveFolder, "fs_savePath" ) == FOLDER_YES )
{
idFileList* files = fileSystem->ListFilesTree( saveFolder, "/|*" );
for( int i = 0; i < files->GetNumFiles(); i++ )
{
fileSystem->RemoveFile( files->GetFile( i ) );
}
fileSystem->FreeFileList( files );
fileSystem->RemoveDir( saveFolder );
}
}
#endif
return ret;
}
/*
========================
idSessionLocal::LoadGame
========================
*/
int idSaveGameThread::Load()
{
idSaveLoadParms* callback = data.saveLoadParms;
idStr saveFolder = "savegame";
saveFolder.AppendPath( callback->directory );
if( fileSystem->IsFolder( saveFolder, "fs_savePath" ) != FOLDER_YES )
{
callback->errorCode = SAVEGAME_E_FOLDER_NOT_FOUND;
return -1;
}
int ret = ERROR_SUCCESS;
for( int i = 0; i < callback->files.Num() && ret == ERROR_SUCCESS && !callback->cancelled; i++ )
{
idFile_SaveGame* file = callback->files[i];
idStr filename = saveFolder;
filename.AppendPath( file->GetName() );
idFile* inputFile = fileSystem->OpenFileRead( filename.c_str() );
if( inputFile == NULL )
{
file->error = true;
if( !( file->type & SAVEGAMEFILE_OPTIONAL ) )
{
callback->errorCode = SAVEGAME_E_CORRUPTED;
ret = -1;
}
continue;
}
if( ( file->type & SAVEGAMEFILE_PIPELINED ) != 0 )
{
idFile_SaveGamePipelined* outputFile = dynamic_cast< idFile_SaveGamePipelined* >( file );
assert( outputFile != NULL );
size_t lastReadBytes = 0;
blockForIO_t block;
while( outputFile->NextReadBlock( &block, lastReadBytes ) && !callback->cancelled )
{
lastReadBytes = inputFile->Read( block.data, block.bytes );
if( lastReadBytes != block.bytes )
{
// Notify end-of-file to the save game file which will cause all reads on the
// other end of the pipeline to return zero bytes after the pipeline is drained.
outputFile->NextReadBlock( NULL, lastReadBytes );
break;
}
}
}
else
{
size_t size = inputFile->Length();
unsigned int originalChecksum = 0;
if( ( file->type & SAVEGAMEFILE_BINARY ) != 0 || ( file->type & SAVEGAMEFILE_COMPRESSED ) != 0 )
{
if( saveGame_checksum.GetBool() )
{
if( size >= sizeof( originalChecksum ) )
{
inputFile->ReadBig( originalChecksum );
size -= sizeof( originalChecksum );
}
}
}
file->SetLength( size );
size_t sizeRead = inputFile->Read( ( void* )file->GetDataPtr(), size );
if( sizeRead != size )
{
file->error = true;
callback->errorCode = SAVEGAME_E_CORRUPTED;
ret = -1;
}
if( ( file->type & SAVEGAMEFILE_BINARY ) != 0 || ( file->type & SAVEGAMEFILE_COMPRESSED ) != 0 )
{
if( saveGame_checksum.GetBool() )
{
unsigned int checksum = MD5_BlockChecksum( file->GetDataPtr(), file->Length() );
if( checksum != originalChecksum )
{
file->error = true;
callback->errorCode = SAVEGAME_E_CORRUPTED;
ret = -1;
}
}
}
}
delete inputFile;
}
if( data.saveLoadParms->cancelled )
{
data.saveLoadParms->errorCode = SAVEGAME_E_CANCELLED;
}
return ret;
}
/*
========================
idSaveGameThread::Delete
This deletes a complete savegame directory
========================
*/
int idSaveGameThread::Delete()
{
idSaveLoadParms* callback = data.saveLoadParms;
idStr saveFolder = "savegame";
saveFolder.AppendPath( callback->directory );
int ret = ERROR_SUCCESS;
if( fileSystem->IsFolder( saveFolder, "fs_savePath" ) == FOLDER_YES )
{
idFileList* files = fileSystem->ListFilesTree( saveFolder, "/|*" );
for( int i = 0; i < files->GetNumFiles() && !callback->cancelled; i++ )
{
fileSystem->RemoveFile( files->GetFile( i ) );
}
fileSystem->FreeFileList( files );
fileSystem->RemoveDir( saveFolder );
}
else
{
callback->errorCode = SAVEGAME_E_FOLDER_NOT_FOUND;
ret = -1;
}
if( data.saveLoadParms->cancelled )
{
data.saveLoadParms->errorCode = SAVEGAME_E_CANCELLED;
}
return ret;
}
/*
========================
idSaveGameThread::Enumerate
========================
*/
int idSaveGameThread::Enumerate()
{
idSaveLoadParms* callback = data.saveLoadParms;
idStr saveFolder = "savegame";
callback->detailList.Clear();
int ret = ERROR_SUCCESS;
if( fileSystem->IsFolder( saveFolder, "fs_savePath" ) == FOLDER_YES )
{
idFileList* files = fileSystem->ListFilesTree( saveFolder, SAVEGAME_DETAILS_FILENAME );
const idStrList& fileList = files->GetList();
for( int i = 0; i < fileList.Num() && !callback->cancelled; i++ )
{
idSaveGameDetails* details = callback->detailList.Alloc();
// We have more folders on disk than we have room in our save detail list, stop trying to read them in and continue with what we have
if( details == NULL )
{
break;
}
idStr directory = fileList[i];
idFile* file = fileSystem->OpenFileRead( directory.c_str() );
if( file != NULL )
{
// Read the DETAIL file for the enumerated data
if( callback->mode & SAVEGAME_MBF_READ_DETAILS )
{
if( !SavegameReadDetailsFromFile( file, *details ) )
{
details->damaged = true;
ret = -1;
}
}
// DG: just use the idFile object's timestamp - the windows code gets file attributes and
// other complicated stuff like that.. I'm wonderin what that was good for.. this seems to work.
details->date = file->Timestamp();
// DG end
}
else
{
details->damaged = true;
}
// populate the game details struct
directory = directory.StripFilename();
details->slotName = directory.c_str() + saveFolder.Length() + 1; // Strip off the prefix too
// JDC: I hit this all the time assert( fileSystem->IsFolder( directory.c_str(), "fs_savePath" ) == FOLDER_YES );
}
fileSystem->FreeFileList( files );
}
else
{
callback->errorCode = SAVEGAME_E_FOLDER_NOT_FOUND;
ret = -3;
}
if( data.saveLoadParms->cancelled )
{
data.saveLoadParms->errorCode = SAVEGAME_E_CANCELLED;
}
return ret;
}
/*
========================
idSaveGameThread::EnumerateFiles
========================
*/
int idSaveGameThread::EnumerateFiles()
{
idSaveLoadParms* callback = data.saveLoadParms;
idStr folder = "savegame";
folder.AppendPath( callback->directory );
callback->files.Clear();
int ret = ERROR_SUCCESS;
if( fileSystem->IsFolder( folder, "fs_savePath" ) == FOLDER_YES )
{
// get listing of all the files, but filter out below
idFileList* files = fileSystem->ListFilesTree( folder, "*.*" );
// look for the instance pattern
for( int i = 0; i < files->GetNumFiles() && ret == 0 && !callback->cancelled; i++ )
{
idStr fullFilename = files->GetFile( i );
idStr filename = fullFilename;
filename.StripPath();
if( filename.IcmpPrefix( callback->pattern ) != 0 )
{
continue;
}
if( !callback->postPattern.IsEmpty() && filename.Right( callback->postPattern.Length() ).IcmpPrefix( callback->postPattern ) != 0 )
{
continue;
}
// Read the DETAIL file for the enumerated data
if( callback->mode & SAVEGAME_MBF_READ_DETAILS )
{
idSaveGameDetails& details = callback->description;
idFile* uncompressed = fileSystem->OpenFileRead( fullFilename.c_str() );
if( uncompressed == NULL )
{
details.damaged = true;
}
else
{
if( !SavegameReadDetailsFromFile( uncompressed, details ) )
{
ret = -1;
}
delete uncompressed;
}
// populate the game details struct
details.slotName = callback->directory;
assert( fileSystem->IsFolder( details.slotName, "fs_savePath" ) == FOLDER_YES );
}
idFile_SaveGame* file = new( TAG_SAVEGAMES ) idFile_SaveGame( filename, SAVEGAMEFILE_AUTO_DELETE );
callback->files.Append( file );
}
fileSystem->FreeFileList( files );
}
else
{
callback->errorCode = SAVEGAME_E_FOLDER_NOT_FOUND;
ret = -3;
}
if( data.saveLoadParms->cancelled )
{
data.saveLoadParms->errorCode = SAVEGAME_E_CANCELLED;
}
return ret;
}
/*
========================
idSaveGameThread::DeleteFiles
========================
*/
int idSaveGameThread::DeleteFiles()
{
idSaveLoadParms* callback = data.saveLoadParms;
idStr folder = "savegame";
folder.AppendPath( callback->directory );
// delete the explicitly requested files first
for( int j = 0; j < callback->files.Num() && !callback->cancelled; ++j )
{
idFile_SaveGame* file = callback->files[j];
idStr fullpath = folder;
fullpath.AppendPath( file->GetName() );
fileSystem->RemoveFile( fullpath );
}
int ret = ERROR_SUCCESS;
if( fileSystem->IsFolder( folder, "fs_savePath" ) == FOLDER_YES )
{
// get listing of all the files, but filter out below
idFileList* files = fileSystem->ListFilesTree( folder, "*.*" );
// look for the instance pattern
for( int i = 0; i < files->GetNumFiles() && !callback->cancelled; i++ )
{
idStr filename = files->GetFile( i );
filename.StripPath();
// If there are post/pre patterns to match, make sure we adhere to the patterns
if( callback->pattern.IsEmpty() || ( filename.IcmpPrefix( callback->pattern ) != 0 ) )
{
continue;
}
if( callback->postPattern.IsEmpty() || ( filename.Right( callback->postPattern.Length() ).IcmpPrefix( callback->postPattern ) != 0 ) )
{
continue;
}
fileSystem->RemoveFile( files->GetFile( i ) );
}
fileSystem->FreeFileList( files );
}
else
{
callback->errorCode = SAVEGAME_E_FOLDER_NOT_FOUND;
ret = -3;
}
if( data.saveLoadParms->cancelled )
{
data.saveLoadParms->errorCode = SAVEGAME_E_CANCELLED;
}
return ret;
}
/*
========================
idSaveGameThread::DeleteAll
This deletes all savegame directories
========================
*/
int idSaveGameThread::DeleteAll()
{
idSaveLoadParms* callback = data.saveLoadParms;
idStr saveFolder = "savegame";
int ret = ERROR_SUCCESS;
if( fileSystem->IsFolder( saveFolder, "fs_savePath" ) == FOLDER_YES )
{
idFileList* files = fileSystem->ListFilesTree( saveFolder, "/|*" );
// remove directories after files
for( int i = 0; i < files->GetNumFiles() && !callback->cancelled; i++ )
{
// contained files should always be first
if( fileSystem->IsFolder( files->GetFile( i ), "fs_savePath" ) == FOLDER_YES )
{
fileSystem->RemoveDir( files->GetFile( i ) );
}
else
{
fileSystem->RemoveFile( files->GetFile( i ) );
}
}
fileSystem->FreeFileList( files );
}
else
{
callback->errorCode = SAVEGAME_E_FOLDER_NOT_FOUND;
ret = -3;
}
if( data.saveLoadParms->cancelled )
{
data.saveLoadParms->errorCode = SAVEGAME_E_CANCELLED;
}
return ret;
}
/*
========================
idSaveGameThread::Run
========================
*/
int idSaveGameThread::Run()
{
int ret = ERROR_SUCCESS;
try
{
idLocalUserWin* user = GetLocalUserFromSaveParms( data );
if( user != NULL && !user->IsStorageDeviceAvailable() )
{
data.saveLoadParms->errorCode = SAVEGAME_E_UNABLE_TO_SELECT_STORAGE_DEVICE;
}
if( savegame_winInduceDelay.GetInteger() > 0 )
{
Sys_Sleep( savegame_winInduceDelay.GetInteger() );
}
if( data.saveLoadParms->mode & SAVEGAME_MBF_SAVE )
{
ret = Save();
}
else if( data.saveLoadParms->mode & SAVEGAME_MBF_LOAD )
{
ret = Load();
}
else if( data.saveLoadParms->mode & SAVEGAME_MBF_ENUMERATE )
{
ret = Enumerate();
}
else if( data.saveLoadParms->mode & SAVEGAME_MBF_DELETE_FOLDER )
{
ret = Delete();
}
else if( data.saveLoadParms->mode & SAVEGAME_MBF_DELETE_ALL_FOLDERS )
{
ret = DeleteAll();
}
else if( data.saveLoadParms->mode & SAVEGAME_MBF_DELETE_FILES )
{
ret = DeleteFiles();
}
else if( data.saveLoadParms->mode & SAVEGAME_MBF_ENUMERATE_FILES )
{
ret = EnumerateFiles();
}
// if something failed and no one set an error code, do it now.
if( ret != 0 && data.saveLoadParms->errorCode == SAVEGAME_E_NONE )
{
data.saveLoadParms->errorCode = SAVEGAME_E_UNKNOWN;
}
}
catch( ... )
{
// if anything horrible happens, leave it up to the savegame processors to handle in PostProcess().
data.saveLoadParms->errorCode = SAVEGAME_E_UNKNOWN;
}
// Make sure to cancel any save game file pipelines.
if( data.saveLoadParms->errorCode != SAVEGAME_E_NONE )
{
data.saveLoadParms->CancelSaveGameFilePipelines();
}
// Override error if cvar set
if( savegame_error.GetInteger() != 0 )
{
data.saveLoadParms->errorCode = ( saveGameError_t )savegame_error.GetInteger();
}
// Tell the waiting caller that we are done
data.saveLoadParms->callbackSignal.Raise();
return ret;
}
/*
========================
Sys_SaveGameCheck
========================
*/
void Sys_SaveGameCheck( bool& exists, bool& autosaveExists )
{
exists = false;
autosaveExists = false;
const idStr autosaveFolderStr = AddSaveFolderPrefix( SAVEGAME_AUTOSAVE_FOLDER, idSaveGameManager::PACKAGE_GAME );
const char* autosaveFolder = autosaveFolderStr.c_str();
const char* saveFolder = "savegame";
if( fileSystem->IsFolder( saveFolder, "fs_savePath" ) == FOLDER_YES )
{
idFileList* files = fileSystem->ListFiles( saveFolder, "/" );
const idStrList& fileList = files->GetList();
idLib::PrintfIf( saveGame_verbose.GetBool(), "found %d savegames\n", fileList.Num() );
for( int i = 0; i < fileList.Num(); i++ )
{
const char* directory = va( "%s/%s", saveFolder, fileList[i].c_str() );
if( fileSystem->IsFolder( directory, "fs_savePath" ) == FOLDER_YES )
{
exists = true;
idLib::PrintfIf( saveGame_verbose.GetBool(), "found savegame: %s\n", fileList[i].c_str() );
if( idStr::Icmp( fileList[i].c_str(), autosaveFolder ) == 0 )
{
autosaveExists = true;
break;
}
}
}
fileSystem->FreeFileList( files );
}
}

View file

@ -1,750 +0,0 @@
/*
================================================================================================
CONFIDENTIAL AND PROPRIETARY INFORMATION/NOT FOR DISCLOSURE WITHOUT WRITTEN PERMISSION
Copyright 2010 id Software LLC, a ZeniMax Media company. All Rights Reserved.
================================================================================================
*/
/*
================================================================================================
Contains the windows implementation of the network session
================================================================================================
*/
#pragma hdrstop
#include "precompiled.h"
#include "../../framework/Common_local.h"
#include "../sys_session_local.h"
#include "../sys_stats.h"
#include "../sys_savegame.h"
#include "../sys_lobby_backend_direct.h"
#include "../sys_voicechat.h"
#include "win_achievements.h"
#include "win_local.h"
/*
========================
Global variables
========================
*/
extern idCVar net_port;
class idLobbyToSessionCBLocal;
/*
========================
idSessionLocalWin::idSessionLocalWin
========================
*/
class idSessionLocalWin : public idSessionLocal
{
friend class idLobbyToSessionCBLocal;
public:
idSessionLocalWin();
virtual ~idSessionLocalWin();
// idSessionLocal interface
virtual void Initialize();
virtual void Shutdown();
virtual void InitializeSoundRelatedSystems();
virtual void ShutdownSoundRelatedSystems();
virtual void PlatformPump();
virtual void InviteFriends();
virtual void InviteParty();
virtual void ShowPartySessions();
virtual void ShowSystemMarketplaceUI() const;
virtual void ListServers( const idCallback& callback );
virtual void CancelListServers();
virtual int NumServers() const;
virtual const serverInfo_t* ServerInfo( int i ) const;
virtual void ConnectToServer( int i );
virtual void ShowServerGamerCardUI( int i );
virtual void ShowLobbyUserGamerCardUI( lobbyUserID_t lobbyUserID );
virtual void ShowOnlineSignin() {}
virtual void UpdateRichPresence() {}
virtual void CheckVoicePrivileges() {}
virtual bool ProcessInputEvent( const sysEvent_t* ev );
// System UI
virtual bool IsSystemUIShowing() const;
virtual void SetSystemUIShowing( bool show );
// Invites
virtual void HandleBootableInvite( int64 lobbyId = 0 );
virtual void ClearBootableInvite();
virtual void ClearPendingInvite();
virtual bool HasPendingBootableInvite();
virtual void SetDiscSwapMPInvite( void* parm );
virtual void* GetDiscSwapMPInviteParms();
virtual void EnumerateDownloadableContent();
virtual void HandleServerQueryRequest( lobbyAddress_t& remoteAddr, idBitMsg& msg, int msgType );
virtual void HandleServerQueryAck( lobbyAddress_t& remoteAddr, idBitMsg& msg );
// Leaderboards
virtual void LeaderboardUpload( lobbyUserID_t lobbyUserID, const leaderboardDefinition_t* leaderboard, const column_t* stats, const idFile_Memory* attachment = NULL );
virtual void LeaderboardDownload( int sessionUserIndex, const leaderboardDefinition_t* leaderboard, int startingRank, int numRows, const idLeaderboardCallback& callback );
virtual void LeaderboardDownloadAttachment( int sessionUserIndex, const leaderboardDefinition_t* leaderboard, int64 attachmentID );
// Scoring (currently just for TrueSkill)
virtual void SetLobbyUserRelativeScore( lobbyUserID_t lobbyUserID, int relativeScore, int team ) {}
virtual void LeaderboardFlush();
virtual idNetSessionPort& GetPort( bool dedicated = false );
virtual idLobbyBackend* CreateLobbyBackend( const idMatchParameters& p, float skillLevel, idLobbyBackend::lobbyBackendType_t lobbyType );
virtual idLobbyBackend* FindLobbyBackend( const idMatchParameters& p, int numPartyUsers, float skillLevel, idLobbyBackend::lobbyBackendType_t lobbyType );
virtual idLobbyBackend* JoinFromConnectInfo( const lobbyConnectInfo_t& connectInfo , idLobbyBackend::lobbyBackendType_t lobbyType );
virtual void DestroyLobbyBackend( idLobbyBackend* lobbyBackend );
virtual void PumpLobbies();
virtual void JoinAfterSwap( void* joinID );
virtual bool GetLobbyAddressFromNetAddress( const netadr_t& netAddr, lobbyAddress_t& outAddr ) const;
virtual bool GetNetAddressFromLobbyAddress( const lobbyAddress_t& lobbyAddress, netadr_t& outNetAddr ) const;
public:
void Connect_f( const idCmdArgs& args );
private:
void EnsurePort();
idLobbyBackend* CreateLobbyInternal( idLobbyBackend::lobbyBackendType_t lobbyType );
idArray< idLobbyBackend*, 3 > lobbyBackends;
idNetSessionPort port;
bool canJoinLocalHost;
idLobbyToSessionCBLocal* lobbyToSessionCB;
};
idSessionLocalWin sessionLocalWin;
idSession* session = &sessionLocalWin;
/*
========================
idLobbyToSessionCBLocal
========================
*/
class idLobbyToSessionCBLocal : public idLobbyToSessionCB
{
public:
idLobbyToSessionCBLocal( idSessionLocalWin* sessionLocalWin_ ) : sessionLocalWin( sessionLocalWin_ ) { }
virtual bool CanJoinLocalHost() const
{
sessionLocalWin->EnsurePort();
return sessionLocalWin->canJoinLocalHost;
}
virtual class idLobbyBackend* GetLobbyBackend( idLobbyBackend::lobbyBackendType_t type ) const
{
return sessionLocalWin->lobbyBackends[ type ];
}
private:
idSessionLocalWin* sessionLocalWin;
};
idLobbyToSessionCBLocal lobbyToSessionCBLocal( &sessionLocalWin );
idLobbyToSessionCB* lobbyToSessionCB = &lobbyToSessionCBLocal;
class idVoiceChatMgrWin : public idVoiceChatMgr
{
public:
virtual bool GetLocalChatDataInternal( int talkerIndex, byte* data, int& dataSize )
{
return false;
}
virtual void SubmitIncomingChatDataInternal( int talkerIndex, const byte* data, int dataSize ) { }
virtual bool TalkerHasData( int talkerIndex )
{
return false;
}
virtual bool RegisterTalkerInternal( int index )
{
return true;
}
virtual void UnregisterTalkerInternal( int index ) { }
};
/*
========================
idSessionLocalWin::idSessionLocalWin
========================
*/
idSessionLocalWin::idSessionLocalWin()
{
signInManager = new( TAG_SYSTEM ) idSignInManagerWin;
saveGameManager = new( TAG_SAVEGAMES ) idSaveGameManager();
voiceChat = new( TAG_SYSTEM ) idVoiceChatMgrWin();
lobbyToSessionCB = new( TAG_SYSTEM ) idLobbyToSessionCBLocal( this );
canJoinLocalHost = false;
lobbyBackends.Zero();
}
/*
========================
idSessionLocalWin::idSessionLocalWin
========================
*/
idSessionLocalWin::~idSessionLocalWin()
{
delete voiceChat;
delete lobbyToSessionCB;
}
/*
========================
idSessionLocalWin::Initialize
========================
*/
void idSessionLocalWin::Initialize()
{
idSessionLocal::Initialize();
// The shipping path doesn't load title storage
// Instead, we inject values through code which is protected through steam DRM
titleStorageVars.Set( "MAX_PLAYERS_ALLOWED", "8" );
titleStorageLoaded = true;
// First-time check for downloadable content once game is launched
EnumerateDownloadableContent();
GetPartyLobby().Initialize( idLobby::TYPE_PARTY, sessionCallbacks );
GetGameLobby().Initialize( idLobby::TYPE_GAME, sessionCallbacks );
GetGameStateLobby().Initialize( idLobby::TYPE_GAME_STATE, sessionCallbacks );
achievementSystem = new( TAG_SYSTEM ) idAchievementSystemWin();
achievementSystem->Init();
}
/*
========================
idSessionLocalWin::Shutdown
========================
*/
void idSessionLocalWin::Shutdown()
{
NET_VERBOSE_PRINT( "NET: Shutdown\n" );
idSessionLocal::Shutdown();
MoveToMainMenu();
// Wait until we fully shutdown
while( localState != STATE_IDLE && localState != STATE_PRESS_START )
{
Pump();
}
if( achievementSystem != NULL )
{
achievementSystem->Shutdown();
delete achievementSystem;
achievementSystem = NULL;
}
}
/*
========================
idSessionLocalWin::InitializeSoundRelatedSystems
========================
*/
void idSessionLocalWin::InitializeSoundRelatedSystems()
{
if( voiceChat != NULL )
{
voiceChat->Init( NULL );
}
}
/*
========================
idSessionLocalWin::ShutdownSoundRelatedSystems
========================
*/
void idSessionLocalWin::ShutdownSoundRelatedSystems()
{
if( voiceChat != NULL )
{
voiceChat->Shutdown();
}
}
/*
========================
idSessionLocalWin::PlatformPump
========================
*/
void idSessionLocalWin::PlatformPump()
{
}
/*
========================
idSessionLocalWin::InviteFriends
========================
*/
void idSessionLocalWin::InviteFriends()
{
}
/*
========================
idSessionLocalWin::InviteParty
========================
*/
void idSessionLocalWin::InviteParty()
{
}
/*
========================
idSessionLocalWin::ShowPartySessions
========================
*/
void idSessionLocalWin::ShowPartySessions()
{
}
/*
========================
idSessionLocalWin::ShowSystemMarketplaceUI
========================
*/
void idSessionLocalWin::ShowSystemMarketplaceUI() const
{
}
/*
========================
idSessionLocalWin::ListServers
========================
*/
void idSessionLocalWin::ListServers( const idCallback& callback )
{
ListServersCommon();
}
/*
========================
idSessionLocalWin::CancelListServers
========================
*/
void idSessionLocalWin::CancelListServers()
{
}
/*
========================
idSessionLocalWin::NumServers
========================
*/
int idSessionLocalWin::NumServers() const
{
return 0;
}
/*
========================
idSessionLocalWin::ServerInfo
========================
*/
const serverInfo_t* idSessionLocalWin::ServerInfo( int i ) const
{
return NULL;
}
/*
========================
idSessionLocalWin::ConnectToServer
========================
*/
void idSessionLocalWin::ConnectToServer( int i )
{
}
/*
========================
idSessionLocalWin::Connect_f
========================
*/
void idSessionLocalWin::Connect_f( const idCmdArgs& args )
{
if( args.Argc() < 2 )
{
idLib::Printf( "Usage: Connect to IP. Use with net_port. \n" );
return;
}
Cancel();
if( signInManager->GetMasterLocalUser() == NULL )
{
signInManager->RegisterLocalUser( 0 );
}
lobbyConnectInfo_t connectInfo;
Sys_StringToNetAdr( args.Argv( 1 ), &connectInfo.netAddr, true );
connectInfo.netAddr.port = net_port.GetInteger();
ConnectAndMoveToLobby( GetPartyLobby(), connectInfo, false );
}
/*
========================
void Connect_f
========================
*/
CONSOLE_COMMAND( connect, "Connect to the specified IP", NULL )
{
sessionLocalWin.Connect_f( args );
}
/*
========================
idSessionLocalWin::ShowServerGamerCardUI
========================
*/
void idSessionLocalWin::ShowServerGamerCardUI( int i )
{
}
/*
========================
idSessionLocalWin::ShowLobbyUserGamerCardUI(
========================
*/
void idSessionLocalWin::ShowLobbyUserGamerCardUI( lobbyUserID_t lobbyUserID )
{
}
/*
========================
idSessionLocalWin::ProcessInputEvent
========================
*/
bool idSessionLocalWin::ProcessInputEvent( const sysEvent_t* ev )
{
if( GetSignInManager().ProcessInputEvent( ev ) )
{
return true;
}
return false;
}
/*
========================
idSessionLocalWin::IsSystemUIShowing
========================
*/
bool idSessionLocalWin::IsSystemUIShowing() const
{
// DG: wtf, !win32.activeApp doesn't belong here, this is totally confusing and hacky.
// pause (when losing focus or invoking explicitly) is now handled properly by com_pause
return isSysUIShowing;
}
/*
========================
idSessionLocalWin::SetSystemUIShowing
========================
*/
void idSessionLocalWin::SetSystemUIShowing( bool show )
{
isSysUIShowing = show;
}
/*
========================
idSessionLocalWin::HandleServerQueryRequest
========================
*/
void idSessionLocalWin::HandleServerQueryRequest( lobbyAddress_t& remoteAddr, idBitMsg& msg, int msgType )
{
NET_VERBOSE_PRINT( "HandleServerQueryRequest from %s\n", remoteAddr.ToString() );
}
/*
========================
idSessionLocalWin::HandleServerQueryAck
========================
*/
void idSessionLocalWin::HandleServerQueryAck( lobbyAddress_t& remoteAddr, idBitMsg& msg )
{
NET_VERBOSE_PRINT( "HandleServerQueryAck from %s\n", remoteAddr.ToString() );
}
/*
========================
idSessionLocalWin::ClearBootableInvite
========================
*/
void idSessionLocalWin::ClearBootableInvite()
{
}
/*
========================
idSessionLocalWin::ClearPendingInvite
========================
*/
void idSessionLocalWin::ClearPendingInvite()
{
}
/*
========================
idSessionLocalWin::HandleBootableInvite
========================
*/
void idSessionLocalWin::HandleBootableInvite( int64 lobbyId )
{
}
/*
========================
idSessionLocalWin::HasPendingBootableInvite
========================
*/
bool idSessionLocalWin::HasPendingBootableInvite()
{
return false;
}
/*
========================
idSessionLocal::SetDiscSwapMPInvite
========================
*/
void idSessionLocalWin::SetDiscSwapMPInvite( void* parm )
{
}
/*
========================
idSessionLocal::GetDiscSwapMPInviteParms
========================
*/
void* idSessionLocalWin::GetDiscSwapMPInviteParms()
{
return NULL;
}
/*
========================
idSessionLocalWin::EnumerateDownloadableContent
========================
*/
void idSessionLocalWin::EnumerateDownloadableContent()
{
}
/*
========================
idSessionLocalWin::LeaderboardUpload
========================
*/
void idSessionLocalWin::LeaderboardUpload( lobbyUserID_t lobbyUserID, const leaderboardDefinition_t* leaderboard, const column_t* stats, const idFile_Memory* attachment )
{
}
/*
========================
idSessionLocalWin::LeaderboardFlush
========================
*/
void idSessionLocalWin::LeaderboardFlush()
{
}
/*
========================
idSessionLocalWin::LeaderboardDownload
========================
*/
void idSessionLocalWin::LeaderboardDownload( int sessionUserIndex, const leaderboardDefinition_t* leaderboard, int startingRank, int numRows, const idLeaderboardCallback& callback )
{
}
/*
========================
idSessionLocalWin::LeaderboardDownloadAttachment
========================
*/
void idSessionLocalWin::LeaderboardDownloadAttachment( int sessionUserIndex, const leaderboardDefinition_t* leaderboard, int64 attachmentID )
{
}
/*
========================
idSessionLocalWin::EnsurePort
========================
*/
void idSessionLocalWin::EnsurePort()
{
// Init the port using reqular windows sockets
if( port.IsOpen() )
{
return; // Already initialized
}
if( port.InitPort( net_port.GetInteger(), false ) )
{
canJoinLocalHost = false;
}
else
{
// Assume this is another instantiation on the same machine, and just init using any available port
port.InitPort( PORT_ANY, false );
canJoinLocalHost = true;
}
}
/*
========================
idSessionLocalWin::GetPort
========================
*/
idNetSessionPort& idSessionLocalWin::GetPort( bool dedicated )
{
EnsurePort();
return port;
}
/*
========================
idSessionLocalWin::CreateLobbyBackend
========================
*/
idLobbyBackend* idSessionLocalWin::CreateLobbyBackend( const idMatchParameters& p, float skillLevel, idLobbyBackend::lobbyBackendType_t lobbyType )
{
idLobbyBackend* lobbyBackend = CreateLobbyInternal( lobbyType );
lobbyBackend->StartHosting( p, skillLevel, lobbyType );
return lobbyBackend;
}
/*
========================
idSessionLocalWin::FindLobbyBackend
========================
*/
idLobbyBackend* idSessionLocalWin::FindLobbyBackend( const idMatchParameters& p, int numPartyUsers, float skillLevel, idLobbyBackend::lobbyBackendType_t lobbyType )
{
idLobbyBackend* lobbyBackend = CreateLobbyInternal( lobbyType );
lobbyBackend->StartFinding( p, numPartyUsers, skillLevel );
return lobbyBackend;
}
/*
========================
idSessionLocalWin::JoinFromConnectInfo
========================
*/
idLobbyBackend* idSessionLocalWin::JoinFromConnectInfo( const lobbyConnectInfo_t& connectInfo, idLobbyBackend::lobbyBackendType_t lobbyType )
{
idLobbyBackend* lobbyBackend = CreateLobbyInternal( lobbyType );
lobbyBackend->JoinFromConnectInfo( connectInfo );
return lobbyBackend;
}
/*
========================
idSessionLocalWin::DestroyLobbyBackend
========================
*/
void idSessionLocalWin::DestroyLobbyBackend( idLobbyBackend* lobbyBackend )
{
assert( lobbyBackend != NULL );
assert( lobbyBackends[lobbyBackend->GetLobbyType()] == lobbyBackend );
lobbyBackends[lobbyBackend->GetLobbyType()] = NULL;
lobbyBackend->Shutdown();
delete lobbyBackend;
}
/*
========================
idSessionLocalWin::PumpLobbies
========================
*/
void idSessionLocalWin::PumpLobbies()
{
assert( lobbyBackends[idLobbyBackend::TYPE_PARTY] == NULL || lobbyBackends[idLobbyBackend::TYPE_PARTY]->GetLobbyType() == idLobbyBackend::TYPE_PARTY );
assert( lobbyBackends[idLobbyBackend::TYPE_GAME] == NULL || lobbyBackends[idLobbyBackend::TYPE_GAME]->GetLobbyType() == idLobbyBackend::TYPE_GAME );
assert( lobbyBackends[idLobbyBackend::TYPE_GAME_STATE] == NULL || lobbyBackends[idLobbyBackend::TYPE_GAME_STATE]->GetLobbyType() == idLobbyBackend::TYPE_GAME_STATE );
// Pump lobbyBackends
for( int i = 0; i < lobbyBackends.Num(); i++ )
{
if( lobbyBackends[i] != NULL )
{
lobbyBackends[i]->Pump();
}
}
}
/*
========================
idSessionLocalWin::CreateLobbyInternal
========================
*/
idLobbyBackend* idSessionLocalWin::CreateLobbyInternal( idLobbyBackend::lobbyBackendType_t lobbyType )
{
EnsurePort();
idLobbyBackend* lobbyBackend = new( TAG_NETWORKING ) idLobbyBackendDirect();
lobbyBackend->SetLobbyType( lobbyType );
assert( lobbyBackends[lobbyType] == NULL );
lobbyBackends[lobbyType] = lobbyBackend;
return lobbyBackend;
}
/*
========================
idSessionLocalWin::JoinAfterSwap
========================
*/
void idSessionLocalWin::JoinAfterSwap( void* joinID )
{
}
/*
========================
idSessionLocalWin::GetLobbyAddressFromNetAddress
========================
*/
bool idSessionLocalWin::GetLobbyAddressFromNetAddress( const netadr_t& netAddr, lobbyAddress_t& outAddr ) const
{
return false;
}
/*
========================
idSessionLocalWin::GetNetAddressFromLobbyAddress
========================
*/
bool idSessionLocalWin::GetNetAddressFromLobbyAddress( const lobbyAddress_t& lobbyAddress, netadr_t& outNetAddr ) const
{
return false;
}

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@ -1,171 +0,0 @@
/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#pragma hdrstop
#include "precompiled.h"
#include "../../framework/PlayerProfile.h"
#include "../sys_session_local.h"
#include "win_signin.h"
#ifdef _DEBUG
idCVar win_userPersistent( "win_userPersistent", "1", CVAR_BOOL, "debugging cvar for profile persistence status" );
idCVar win_userOnline( "win_userOnline", "1", CVAR_BOOL, "debugging cvar for profile online status" );
idCVar win_isInParty( "win_isInParty", "0", CVAR_BOOL, "debugging cvar for platform party status" );
idCVar win_partyCount( "win_partyCount", "0", CVAR_INTEGER, "debugginc var for platform party count" );
#endif
// DG: D3BFG got the username from steam, in the GPL release it just uses the hostname.
// this adds a name to set a player name
idCVar ui_name( "ui_name", "", CVAR_ARCHIVE, "player name - leave empty for default name (system's hostname)" );
// DG end
/*
========================
idSignInManagerWin::Shutdown
========================
*/
void idSignInManagerWin::Shutdown()
{
}
/*
========================
idSignInManagerWin::Pump
========================
*/
void idSignInManagerWin::Pump()
{
// If we have more users than we need, then set to the lower amount
// (don't remove the master user though)
if( localUsers.Num() > 1 && localUsers.Num() > maxDesiredLocalUsers )
{
localUsers.SetNum( maxDesiredLocalUsers );
}
#ifndef ID_RETAIL
// If we don't have enough, then make sure we do
// NOTE - We always want at least one user on windows for now,
// and this master user will always use controller 0
while( localUsers.Num() < minDesiredLocalUsers )
{
RegisterLocalUser( localUsers.Num() );
}
#endif
// See if we need to save settings on any of the profiles
for( int i = 0; i < localUsers.Num(); i++ )
{
localUsers[i].Pump();
}
}
/*
========================
idSignInManagerWin::RemoveLocalUserByIndex
========================
*/
void idSignInManagerWin::RemoveLocalUserByIndex( int index )
{
session->OnLocalUserSignout( &localUsers[index] );
localUsers.RemoveIndex( index );
}
/*
========================
idSignInManagerWin::RegisterLocalUser
========================
*/
void idSignInManagerWin::RegisterLocalUser( int inputDevice )
{
if( GetLocalUserByInputDevice( inputDevice ) != NULL )
{
return;
}
static char machineName[128];
// DG: support for ui_name
const char* nameSource = ui_name.GetString();
if( idStr::Length( nameSource ) == 0 )
{
DWORD len = 128;
::GetComputerName( machineName, &len );
nameSource = machineName;
}
// DG end
idStr name( nameSource );
int nameLength = name.Length();
if( idStr::IsValidUTF8( nameSource, nameLength ) )
{
int nameIndex = 0;
int numChars = 0;
name.Empty();
while( nameIndex < nameLength && numChars++ < idLocalUserWin::MAX_GAMERTAG_CHARS )
{
uint32 c = idStr::UTF8Char( nameSource, nameIndex );
name.AppendUTF8Char( c );
}
}
idLocalUserWin& localUser = *localUsers.Alloc();
localUser.Init( inputDevice, name.c_str(), localUsers.Num() );
localUser.SetLocalUserHandle( GetUniqueLocalUserHandle( localUser.GetGamerTag() ) );
session->OnLocalUserSignin( &localUser );
}
/*
========================
idSignInManagerWin::CreateNewUser
========================
*/
bool idSignInManagerWin::CreateNewUser( winUserState_t& state )
{
//idScopedGlobalHeap everythingHereGoesInTheGlobalHeap; // users obviously persist across maps
RemoveAllLocalUsers();
RegisterLocalUser( state.inputDevice );
if( localUsers.Num() > 0 )
{
if( !localUsers[0].VerifyUserState( state ) )
{
RemoveAllLocalUsers();
}
}
return true;
}
CONSOLE_COMMAND( testRemoveAllLocalUsers, "Forces removal of local users - mainly for PC testing", NULL )
{
session->GetSignInManager().RemoveAllLocalUsers();
}

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@ -1,72 +0,0 @@
/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#ifndef __WIN_SIGNIN_H__
#define __WIN_SIGNIN_H__
#include "win_localuser.h"
/*
================================================
idSignInManagerWin
================================================
*/
class idSignInManagerWin : public idSignInManagerBase
{
public:
idSignInManagerWin() : dlcVersionChecked( false ) {}
virtual ~idSignInManagerWin() {}
//==========================================================================================
// idSignInManagerBase interface
//==========================================================================================
virtual void Pump();
virtual void Shutdown();
virtual int GetNumLocalUsers() const
{
return localUsers.Num();
}
virtual idLocalUser* GetLocalUserByIndex( int index )
{
return &localUsers[index];
}
virtual const idLocalUser* GetLocalUserByIndex( int index ) const
{
return &localUsers[index];
}
virtual void RemoveLocalUserByIndex( int index );
virtual void RegisterLocalUser( int inputDevice ); // Register a local user to the passed in controller
bool CreateNewUser( winUserState_t& state );
private:
idStaticList< idLocalUserWin, MAX_INPUT_DEVICES > localUsers;
bool dlcVersionChecked;
};
#endif