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.
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@@ -29,8 +29,6 @@ UIScene_JoinMenu::UIScene_JoinMenu(int iPad, void *_initData, UILayer *parentLay
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m_editServerPhase = eEditServer_Idle;
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m_editServerButtonIndex = -1;
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m_deleteServerButtonIndex = -1;
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m_asyncJoinInProgress = false;
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m_joinLocalUsersMask = 0;
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#endif
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}
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@@ -64,35 +62,6 @@ void UIScene_JoinMenu::updateTooltips()
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void UIScene_JoinMenu::tick()
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{
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#ifdef _WINDOWS64
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if (m_asyncJoinInProgress && WinsockNetLayer::IsJoinComplete())
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{
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m_asyncJoinInProgress = false;
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if (WinsockNetLayer::GetJoinResult())
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{
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int result = g_NetworkManager.FinishJoinGame(m_selectedSession);
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app.SetLiveLinkRequired(false);
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if (result != CGameNetworkManager::JOINGAME_SUCCESS)
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{
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m_bIgnoreInput = false;
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m_buttonJoinGame.setLabel(app.GetString(IDS_JOIN_GAME));
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updateTooltips();
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}
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}
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else
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{
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app.SetLiveLinkRequired(false);
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m_bIgnoreInput = false;
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m_buttonJoinGame.setLabel(app.GetString(IDS_JOIN_GAME));
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updateTooltips();
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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, IDS_CONNECTION_LOST_SERVER, uiIDA, 1, ProfileManager.GetPrimaryPad());
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}
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}
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#endif
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if( !m_friendInfoRequestIssued )
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{
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ui.NavigateToScene(m_iPad, eUIScene_Timer);
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@@ -316,19 +285,6 @@ wstring UIScene_JoinMenu::getMoviePath()
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void UIScene_JoinMenu::handleInput(int iPad, int key, bool repeat, bool pressed, bool released, bool &handled)
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{
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#ifdef _WINDOWS64
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if (m_asyncJoinInProgress && key == ACTION_MENU_CANCEL && pressed)
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{
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g_NetworkManager.CancelJoinGame(nullptr);
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m_asyncJoinInProgress = false;
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m_bIgnoreInput = false;
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m_buttonJoinGame.setLabel(app.GetString(IDS_JOIN_GAME));
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updateTooltips();
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handled = true;
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return;
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}
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#endif
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if(m_bIgnoreInput) return;
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ui.AnimateKeyPress(m_iPad, key, repeat, pressed, released);
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@@ -625,23 +581,28 @@ void UIScene_JoinMenu::JoinGame(UIScene_JoinMenu* pClass)
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ProfileManager.DisplaySystemMessage( SCE_MSG_DIALOG_SYSMSG_TYPE_TRC_PSN_CHAT_RESTRICTION, ProfileManager.GetPrimaryPad() );
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}
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#endif
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#ifdef _WINDOWS64
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if (g_NetworkManager.BeginJoinGameAsync(pClass->m_selectedSession, dwLocalUsersMask))
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{
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pClass->m_asyncJoinInProgress = true;
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pClass->m_joinLocalUsersMask = dwLocalUsersMask;
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pClass->m_buttonJoinGame.setLabel(app.GetString(IDS_PROGRESS_CONNECTING));
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ui.SetTooltips(DEFAULT_XUI_MENU_USER, -1, IDS_TOOLTIPS_CANCEL_JOIN);
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return;
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}
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CGameNetworkManager::eJoinGameResult result = CGameNetworkManager::JOINGAME_FAIL_GENERAL;
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#else
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CGameNetworkManager::eJoinGameResult result = g_NetworkManager.JoinGame( pClass->m_selectedSession, dwLocalUsersMask );
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#endif
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// Alert the app the we no longer want to be informed of ethernet connections
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app.SetLiveLinkRequired( false );
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#ifdef _WINDOWS64
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if (result == CGameNetworkManager::JOINGAME_PENDING)
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{
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pClass->m_bIgnoreInput = false;
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ConnectionProgressParams *param = new ConnectionProgressParams();
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param->iPad = ProfileManager.GetPrimaryPad();
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param->stringId = IDS_PROGRESS_CONNECTING;
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param->showTooltips = true;
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param->setFailTimer = false;
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param->timerTime = 0;
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param->cancelFunc = nullptr;
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param->cancelFuncParam = nullptr;
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ui.NavigateToScene(ProfileManager.GetPrimaryPad(), eUIScene_ConnectingProgress, param);
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return;
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}
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#endif
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if( result != CGameNetworkManager::JOINGAME_SUCCESS )
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{
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int exitReasonStringId = -1;
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