Stand/Stand/CommandHistoryTransInvite.cpp

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3.6 KiB
C++
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2024-10-16 11:20:42 +08:00
#if false // needs some work before it will compile again
#ifdef STAND_DEBUG
#include "CommandHistoryTransInvite.hpp"
#include "CNetworkSession.hpp"
#include "ComponentNetcode.hpp"
#include "HistoricPlayer.hpp"
#include "RemoteGamerConnector.hpp"
#include "natives.hpp"
#include "Script.hpp"
namespace Stand
{
CommandHistoryTransInvite::CommandHistoryTransInvite(CommandList* const parent)
: CommandHistoryAction(parent, LIT_OBF("[Debug Build] Invite Via Quickmatch"), {}, LIT_OBF("Target will need to accept the invite. Their hud will be broken & they won't be able to chat with people who joined normally."))
{
}
void CommandHistoryTransInvite::onClick(Click& click)
{
uint64_t target_rid = getHp()->rid;
ensureYieldableScriptThread(click, [target_rid]
{
// Get details
auto* g = RemoteGamer::get(target_rid, true, RGU_DETAILED);
if (g == nullptr)
{
Util::toast(LOC("GENFAIL"));
return;
}
RemoteGamerConnector::awaitDetails(g);
// Establish connection
if (!g->hasPeerAddr())
{
Util::toast(LOC("PLYOFFLINE"));
return;
}
auto endpoint = RemoteGamerConnector::establishConnection(g->peeraddr);
if (!endpoint)
{
Util::toast(LOC("PLYOFFLINE"));
return;
}
// Start transition session
/*if (NETWORK::NETWORK_IS_IN_TRANSITION())
{
NETWORK::NETWORK_BAIL_TRANSITION(0, 0, 0);
}
else*/
if (!NETWORK::NETWORK_IS_IN_TRANSITION())
{
NETWORK::NETWORK_HOST_TRANSITION(0, 32, 200, 13, 0, 0, 0, 0, 0, 0);
while (NETWORK::NETWORK_IS_TRANSITION_BUSY())
{
Script::current()->yield();
}
}
// Send quickmatch invite
{
MsgTransitionToActivityStart msg;
msg.m_hGamer = target_rid;
msg.m_bIsAsync = true;
(*pointers::connection_mgr)->SendOutOfBand(endpoint->address, (*pointers::network_session)->transition->channel_id, msg, 0);
}
{
MsgTransitionToActivityFinish msg;
msg.m_hGamer = target_rid;
msg.m_bDidSucceed = true;
msg.m_bIsPrivate = false;
msg.m_SessionInfo = (*pointers::network_session)->transition->rline_session.data.info;
(*pointers::connection_mgr)->SendOutOfBand(endpoint->address, (*pointers::network_session)->transition->channel_id, msg, 0);
}
Util::toast(LIT_OBF("Waiting for them to accept the invite..."));
g_comp_netcode.trans_target_acquired = false;
while (!g_comp_netcode.trans_target_acquired)
{
Script::current()->yield();
}
Util::toast(LIT_OBF("Hook..."));
{
MsgTransitionLaunch msg{};
(*pointers::connection_mgr)->SendOutOfBand(endpoint->address, (*pointers::network_session)->transition->channel_id, msg, 0);
}
g_comp_netcode.trans_target_lost = false;
while (!g_comp_netcode.trans_target_lost)
{
Script::current()->yield();
}
Util::toast(LIT_OBF("Line..."));
Script::current()->yield(1000);
// They are in an activity session now, we can instruct them to join us.
Util::toast(LIT_OBF("Sinker..."));
{
MsgTransitionToGameStart msg;
msg.m_hGamer = 1337;
msg.m_GameMode = 0;
msg.m_IsTransitionFromLobby = false;
(*pointers::connection_mgr)->SendOutOfBand(endpoint->address, (*pointers::network_session)->transition->channel_id, msg, 0);
}
{
MsgTransitionToGameNotify msg;
msg.m_hGamer = 1337;
msg.m_NotificationType = MsgTransitionToGameNotify::NOTIFY_SWAP;
msg.m_SessionInfo = (*pointers::network_session)->session->rline_session.data.info;
msg.m_bIsPrivate = true;
(*pointers::connection_mgr)->SendOutOfBand(endpoint->address, (*pointers::network_session)->transition->channel_id, msg, 0);
}
});
}
}
#endif
#endif