Initial commit

This commit is contained in:
Brian Harris
2012-11-26 12:58:24 -06:00
parent a5214f79ef
commit 5016f605b8
1115 changed files with 587266 additions and 0 deletions

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/*
===========================================================================
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 "../../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
/*
========================
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];
DWORD len = 128;
::GetComputerName( machineName, &len );
const char * nameSource = machineName;
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();
}