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:
@@ -2,6 +2,15 @@
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#include "UI.h"
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#include "UIScene_ConnectingProgress.h"
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#include "..\..\Minecraft.h"
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#ifdef _WINDOWS64
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#include "..\..\Windows64\Network\WinsockNetLayer.h"
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static int ConnectingProgress_OnRejectedDialogOK(LPVOID, int iPad, const C4JStorage::EMessageResult)
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{
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ui.NavigateBack(iPad);
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return 0;
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}
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#endif
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UIScene_ConnectingProgress::UIScene_ConnectingProgress(int iPad, void *_initData, UILayer *parentLayer) : UIScene(iPad, parentLayer)
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{
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@@ -43,6 +52,12 @@ UIScene_ConnectingProgress::UIScene_ConnectingProgress(int iPad, void *_initData
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m_cancelFuncParam = param->cancelFuncParam;
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m_removeLocalPlayer = false;
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m_showingButton = false;
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#ifdef _WINDOWS64
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WinsockNetLayer::eJoinState initState = WinsockNetLayer::GetJoinState();
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m_asyncJoinActive = (initState == WinsockNetLayer::eJoinState_Connecting ||
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initState == WinsockNetLayer::eJoinState_Success);
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m_asyncJoinFailed = false;
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#endif
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}
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UIScene_ConnectingProgress::~UIScene_ConnectingProgress()
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@@ -53,6 +68,18 @@ UIScene_ConnectingProgress::~UIScene_ConnectingProgress()
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void UIScene_ConnectingProgress::updateTooltips()
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{
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#ifdef _WINDOWS64
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if (m_asyncJoinActive)
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{
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ui.SetTooltips(m_iPad, -1, IDS_TOOLTIPS_BACK);
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return;
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}
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if (m_asyncJoinFailed)
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{
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ui.SetTooltips(m_iPad, IDS_TOOLTIPS_SELECT, -1);
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return;
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}
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#endif
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// 4J-PB - removing the option of cancel join, since it didn't work anyway
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//ui.SetTooltips( m_iPad, -1, m_showTooltips?IDS_TOOLTIPS_CANCEL_JOIN:-1);
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ui.SetTooltips( m_iPad, -1, -1);
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@@ -62,6 +89,61 @@ void UIScene_ConnectingProgress::tick()
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{
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UIScene::tick();
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#ifdef _WINDOWS64
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if (m_asyncJoinActive)
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{
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WinsockNetLayer::eJoinState state = WinsockNetLayer::GetJoinState();
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switch (state)
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{
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case WinsockNetLayer::eJoinState_Connecting:
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{
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int attempt = WinsockNetLayer::GetJoinAttempt();
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int maxAttempts = WinsockNetLayer::GetJoinMaxAttempts();
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wchar_t buf[128];
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if (attempt > 1)
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swprintf_s(buf, L"Connecting... (attempt %d/%d)", attempt, maxAttempts);
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else
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swprintf_s(buf, L"Connecting...");
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m_labelTitle.setLabel(buf);
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break;
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}
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case WinsockNetLayer::eJoinState_Success:
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m_asyncJoinActive = false;
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m_labelTitle.setLabel(L"Joining world...");
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break;
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case WinsockNetLayer::eJoinState_Cancelled:
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m_asyncJoinActive = false;
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navigateBack();
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break;
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case WinsockNetLayer::eJoinState_Rejected:
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{
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m_asyncJoinActive = false;
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DisconnectPacket::eDisconnectReason reason = WinsockNetLayer::GetJoinRejectReason();
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int reasonStringId = IDS_CONNECTION_LOST_SERVER;
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if (reason == DisconnectPacket::eDisconnect_ServerFull)
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reasonStringId = IDS_DISCONNECTED_SERVER_FULL;
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else if (reason == DisconnectPacket::eDisconnect_Kicked)
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reasonStringId = IDS_DISCONNECTED_KICKED;
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UINT uiIDA[1];
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uiIDA[0] = IDS_CONFIRM_OK;
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ui.RequestErrorMessage(IDS_CONNECTION_FAILED, reasonStringId, uiIDA, 1, m_iPad, ConnectingProgress_OnRejectedDialogOK, nullptr);
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break;
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}
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case WinsockNetLayer::eJoinState_Failed:
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m_asyncJoinActive = false;
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m_asyncJoinFailed = true;
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m_labelTitle.setLabel(app.GetString(IDS_CONNECTION_FAILED));
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m_buttonConfirm.setVisible(true);
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m_showingButton = true;
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updateTooltips();
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break;
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default:
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break;
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}
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}
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#endif
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if( m_removeLocalPlayer )
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{
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m_removeLocalPlayer = false;
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@@ -94,6 +176,7 @@ void UIScene_ConnectingProgress::handleGainFocus(bool navBack)
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void UIScene_ConnectingProgress::handleLoseFocus()
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{
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if (!m_runFailTimer) return;
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int millisecsLeft = getTimer(0)->targetTime - System::currentTimeMillis();
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int millisecsTaken = getTimer(0)->duration - millisecsLeft;
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app.DebugPrintf("\n");
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@@ -207,6 +290,18 @@ void UIScene_ConnectingProgress::handleInput(int iPad, int key, bool repeat, boo
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switch(key)
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{
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#ifdef _WINDOWS64
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case ACTION_MENU_CANCEL:
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if (pressed && m_asyncJoinActive)
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{
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m_asyncJoinActive = false;
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WinsockNetLayer::CancelJoinGame();
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navigateBack();
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handled = true;
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return;
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}
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break;
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#endif
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// 4J-PB - Removed the option to cancel join - it didn't work anyway
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// case ACTION_MENU_CANCEL:
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// {
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@@ -250,6 +345,13 @@ void UIScene_ConnectingProgress::handlePress(F64 controlId, F64 childId)
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case eControl_Confirm:
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if(m_showingButton)
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{
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#ifdef _WINDOWS64
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if (m_asyncJoinFailed)
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{
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navigateBack();
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break;
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}
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#endif
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if( m_iPad != ProfileManager.GetPrimaryPad() && g_NetworkManager.IsInSession() )
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{
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// The connection failed if we see the button, so the temp player should be removed and the viewports updated again
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