Add cancel join

Adds the Cancel Join tooltip to the "Connecting to host"
progress bar
This commit is contained in:
irice7
2026-03-09 11:00:48 -07:00
committed by neoapps-dev
parent 42a582fb9f
commit d191bee468

View File

@@ -54,6 +54,8 @@ int64_t CGameNetworkManager::messageQueue[512];
int64_t CGameNetworkManager::byteQueue[512];
int CGameNetworkManager::messageQueuePos = 0;
CRITICAL_SECTION bCancelRequestedCS;
CGameNetworkManager::CGameNetworkManager()
{
m_bInitialised = false;
@@ -80,9 +82,12 @@ void CGameNetworkManager::Initialise()
#else
s_pPlatformNetworkManager = new CPlatformNetworkManagerStub();
#endif
m_bCancelRequested = false;
s_pPlatformNetworkManager->Initialise( this, flagIndexSize );
m_bNetworkThreadRunning = false;
m_bInitialised = true;
InitializeCriticalSection(&bCancelRequestedCS);
}
void CGameNetworkManager::Terminate()
@@ -435,6 +440,24 @@ bool CGameNetworkManager::StartNetworkGame(Minecraft *minecraft, LPVOID lpParame
app.DebugPrintf("ticking connection A\n");
connection->tick();
EnterCriticalSection(&bCancelRequestedCS);
bool bCancelled = g_NetworkManager.m_bCancelRequested;
if (bCancelled)
{
if (!app.GetGameStarted())
{
app.DebugPrintf("Cancel requested, closing connection\n");
g_NetworkManager.m_bCancelRequested = false;
LeaveCriticalSection(&bCancelRequestedCS);
connection->close();
break;
}
}
LeaveCriticalSection(&bCancelRequestedCS);
// 4J Stu - We were ticking this way too fast which could cause the connection to time out
// The connections should tick at 20 per second
Sleep(50);
@@ -551,7 +574,10 @@ bool CGameNetworkManager::StartNetworkGame(Minecraft *minecraft, LPVOID lpParame
}
else if ( connection->isClosed() || !IsInSession())
{
// assert(false);
// assert(false);
// Set to NULL because we're returning to home
// The level is not reset when you leave the progress UI which causes a crash
Minecraft::GetInstance()->setLevel(NULL);
MinecraftServer::HaltServer();
return false;
}
@@ -769,6 +795,9 @@ CGameNetworkManager::eJoinGameResult CGameNetworkManager::JoinGame(FriendSession
void CGameNetworkManager::CancelJoinGame(LPVOID lpParam)
{
EnterCriticalSection(&bCancelRequestedCS);
g_NetworkManager.m_bCancelRequested = true;
LeaveCriticalSection(&bCancelRequestedCS);
#ifdef _XBOX_ONE
s_pPlatformNetworkManager->CancelJoinGame();
#endif
@@ -1455,6 +1484,9 @@ void CGameNetworkManager::StateChange_AnyToStarting()
LoadingInputParams *loadingParams = new LoadingInputParams();
loadingParams->func = &CGameNetworkManager::RunNetworkGameThreadProc;
loadingParams->lpParam = nullptr;
loadingParams->cancelText = IDS_TOOLTIPS_CANCEL_JOIN;
loadingParams->cancelFunc = &CGameNetworkManager::CancelJoinGame;
loadingParams->waitForThreadToDelete = TRUE;
UIFullscreenProgressCompletionData *completionData = new UIFullscreenProgressCompletionData();
completionData->bShowBackground=TRUE;