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:
@@ -42,11 +42,6 @@ public:
|
||||
|
||||
virtual void HostGame(int localUsersMask, bool bOnlineGame, bool bIsPrivate, unsigned char publicSlots = MINECRAFT_NET_MAX_PLAYERS, unsigned char privateSlots = 0);
|
||||
virtual int JoinGame(FriendSessionInfo *searchResult, int localUsersMask, int primaryUserIndex );
|
||||
#ifdef _WINDOWS64
|
||||
bool BeginJoinGameAsync(FriendSessionInfo *searchResult, int localUsersMask, int primaryUserIndex);
|
||||
int FinishJoinGame(FriendSessionInfo *searchResult);
|
||||
void CancelJoinGame();
|
||||
#endif
|
||||
virtual bool SetLocalGame(bool isLocal);
|
||||
virtual bool IsLocalGame() { return m_bIsOfflineGame; }
|
||||
virtual void SetPrivateGame(bool isPrivate);
|
||||
@@ -81,6 +76,9 @@ private:
|
||||
bool m_bIsOfflineGame;
|
||||
bool m_bIsPrivateGame;
|
||||
int m_flagIndexSize;
|
||||
#ifdef _WINDOWS64
|
||||
bool m_bJoinPending;
|
||||
#endif
|
||||
|
||||
// This is only maintained by the host, and is not valid on client machines
|
||||
GameSessionData m_hostGameSessionData;
|
||||
|
||||
Reference in New Issue
Block a user