Refactor async server joining with eJoinState enum and dedicated progress UI

Replace the boolean-flag-based async join system with a clean state machine
(eJoinState enum) and move connection progress handling from UIScene_JoinMenu
into UIScene_ConnectingProgress as a dedicated UI class.

Combines the best of two approaches: non-blocking sockets with select()
timeout and SO_RCVTIMEO clearing (prevents random disconnects) with the
upstream's state enum, FinalizeJoin separation, and ConnectingProgress UI.

JoinGame() now returns JOINGAME_PENDING on Win64, and
PlatformNetworkManagerStub::DoWork() polls the join state to finalize
the connection when the background thread succeeds.
This commit is contained in:
itsRevela
2026-03-26 11:51:17 -05:00
parent 39b0ad1cb4
commit f1310abe08
10 changed files with 414 additions and 204 deletions

View File

@@ -773,31 +773,10 @@ void CGameNetworkManager::CancelJoinGame(LPVOID lpParam)
s_pPlatformNetworkManager->CancelJoinGame();
#endif
#ifdef _WINDOWS64
static_cast<CPlatformNetworkManagerStub*>(s_pPlatformNetworkManager)->CancelJoinGame();
WinsockNetLayer::CancelJoinGame();
#endif
}
#ifdef _WINDOWS64
bool CGameNetworkManager::BeginJoinGameAsync(FriendSessionInfo *searchResult, int localUsersMask)
{
app.SetTutorialMode(false);
g_NetworkManager.SetLocalGame(false);
int primaryUserIndex = ProfileManager.GetLockedProfile();
Minecraft::GetInstance()->clearConnectionFailed();
localUsersMask |= GetLocalPlayerMask(ProfileManager.GetPrimaryPad());
return static_cast<CPlatformNetworkManagerStub*>(s_pPlatformNetworkManager)->BeginJoinGameAsync(searchResult, localUsersMask, primaryUserIndex);
}
int CGameNetworkManager::FinishJoinGame(FriendSessionInfo *searchResult)
{
return static_cast<CPlatformNetworkManagerStub*>(s_pPlatformNetworkManager)->FinishJoinGame(searchResult);
}
#endif
bool CGameNetworkManager::LeaveGame(bool bMigrateHost)
{
Minecraft::GetInstance()->gui->clearMessages();