mirror of
https://github.com/neoStudiosLCE/neoLegacy.git
synced 2026-06-24 00:27:01 +00:00
Fix server list refresh and add cancellable non-blocking connection
Server list: edits and deletions now update the UI immediately by calling SearchForGames() in ForceFriendsSessionRefresh() and UpdateGamesList() on nav-back to LoadOrJoinMenu. Connection: moved WinsockNetLayer::JoinGame() to a background thread with non-blocking sockets (5s timeout, 3 retries). Users can cancel with B/Escape during the attempt. Failed connections always show an error dialog.
This commit is contained in:
parent
d4d5ffe403
commit
5dad6c24f7
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@ -772,8 +772,32 @@ void CGameNetworkManager::CancelJoinGame(LPVOID lpParam)
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#ifdef _XBOX_ONE
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s_pPlatformNetworkManager->CancelJoinGame();
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#endif
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#ifdef _WINDOWS64
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static_cast<CPlatformNetworkManagerStub*>(s_pPlatformNetworkManager)->CancelJoinGame();
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#endif
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}
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#ifdef _WINDOWS64
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bool CGameNetworkManager::BeginJoinGameAsync(FriendSessionInfo *searchResult, int localUsersMask)
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{
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app.SetTutorialMode(false);
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g_NetworkManager.SetLocalGame(false);
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int primaryUserIndex = ProfileManager.GetLockedProfile();
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Minecraft::GetInstance()->clearConnectionFailed();
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localUsersMask |= GetLocalPlayerMask(ProfileManager.GetPrimaryPad());
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return static_cast<CPlatformNetworkManagerStub*>(s_pPlatformNetworkManager)->BeginJoinGameAsync(searchResult, localUsersMask, primaryUserIndex);
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}
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int CGameNetworkManager::FinishJoinGame(FriendSessionInfo *searchResult)
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{
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return static_cast<CPlatformNetworkManagerStub*>(s_pPlatformNetworkManager)->FinishJoinGame(searchResult);
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}
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#endif
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bool CGameNetworkManager::LeaveGame(bool bMigrateHost)
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{
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Minecraft::GetInstance()->gui->clearMessages();
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@ -106,6 +106,10 @@ public:
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bool JoinGameFromInviteInfo( int userIndex, int userMask, const INVITE_INFO *pInviteInfo);
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eJoinGameResult JoinGame(FriendSessionInfo *searchResult, int localUsersMask);
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static void CancelJoinGame(LPVOID lpParam); // Not part of the shared interface
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#ifdef _WINDOWS64
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bool BeginJoinGameAsync(FriendSessionInfo *searchResult, int localUsersMask);
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int FinishJoinGame(FriendSessionInfo *searchResult);
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#endif
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bool LeaveGame(bool bMigrateHost);
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static int JoinFromInvite_SignInReturned(void *pParam,bool bContinue, int iPad);
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void UpdateAndSetGameSessionData(INetworkPlayer *pNetworkPlayerLeaving = nullptr);
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@ -546,6 +546,61 @@ int CPlatformNetworkManagerStub::JoinGame(FriendSessionInfo* searchResult, int l
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#endif
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}
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#ifdef _WINDOWS64
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bool CPlatformNetworkManagerStub::BeginJoinGameAsync(FriendSessionInfo* searchResult, int localUsersMask, int primaryUserIndex)
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{
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if (searchResult == nullptr)
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return false;
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const char* hostIP = searchResult->data.hostIP;
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int hostPort = searchResult->data.hostPort;
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if (hostPort <= 0 || hostIP[0] == 0)
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return false;
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m_bLeavingGame = false;
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m_bLeaveGameOnTick = false;
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IQNet::s_isHosting = false;
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m_pIQNet->ClientJoinGame();
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IQNet::m_player[0].m_smallId = 0;
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IQNet::m_player[0].m_isRemote = true;
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IQNet::m_player[0].m_isHostPlayer = true;
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IQNet::m_player[0].m_resolvedXuid = Win64Xuid::GetLegacyEmbeddedHostXuid();
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wcsncpy_s(IQNet::m_player[0].m_gamertag, 32, searchResult->data.hostName, _TRUNCATE);
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WinsockNetLayer::StopDiscovery();
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return WinsockNetLayer::StartJoinGameAsync(hostIP, hostPort);
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}
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int CPlatformNetworkManagerStub::FinishJoinGame(FriendSessionInfo* searchResult)
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{
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BYTE localSmallId = WinsockNetLayer::GetLocalSmallId();
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IQNet::m_player[localSmallId].m_smallId = localSmallId;
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IQNet::m_player[localSmallId].m_isRemote = false;
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IQNet::m_player[localSmallId].m_isHostPlayer = false;
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IQNet::m_player[localSmallId].m_resolvedXuid = Win64Xuid::ResolvePersistentXuid();
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Minecraft* pMinecraft = Minecraft::GetInstance();
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wcscpy_s(IQNet::m_player[localSmallId].m_gamertag, 32, pMinecraft->user->name.c_str());
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IQNet::s_playerCount = localSmallId + 1;
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NotifyPlayerJoined(&IQNet::m_player[0]);
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NotifyPlayerJoined(&IQNet::m_player[localSmallId]);
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m_pGameNetworkManager->StateChange_AnyToStarting();
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return CGameNetworkManager::JOINGAME_SUCCESS;
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}
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void CPlatformNetworkManagerStub::CancelJoinGame()
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{
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WinsockNetLayer::CancelJoinGame();
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}
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#endif
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bool CPlatformNetworkManagerStub::SetLocalGame(bool isLocal)
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{
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m_bIsOfflineGame = isLocal;
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@ -955,6 +1010,13 @@ void CPlatformNetworkManagerStub::ForceFriendsSessionRefresh()
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delete m_pSearchResults[i];
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m_pSearchResults[i] = nullptr;
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}
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#ifdef _WINDOWS64
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// Immediately rebuild the session list from servers.db so that
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// edits/deletions are visible as soon as the UI regains focus,
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// rather than waiting for the next TickSearch() cycle.
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SearchForGames();
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#endif
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}
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INetworkPlayer *CPlatformNetworkManagerStub::addNetworkPlayer(IQNetPlayer *pQNetPlayer)
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@ -42,6 +42,11 @@ public:
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virtual void HostGame(int localUsersMask, bool bOnlineGame, bool bIsPrivate, unsigned char publicSlots = MINECRAFT_NET_MAX_PLAYERS, unsigned char privateSlots = 0);
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virtual int JoinGame(FriendSessionInfo *searchResult, int localUsersMask, int primaryUserIndex );
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#ifdef _WINDOWS64
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bool BeginJoinGameAsync(FriendSessionInfo *searchResult, int localUsersMask, int primaryUserIndex);
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int FinishJoinGame(FriendSessionInfo *searchResult);
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void CancelJoinGame();
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#endif
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virtual bool SetLocalGame(bool isLocal);
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virtual bool IsLocalGame() { return m_bIsOfflineGame; }
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virtual void SetPrivateGame(bool isPrivate);
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@ -7,6 +7,9 @@
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#include "..\..\MinecraftServer.h"
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#include "..\..\..\Minecraft.World\net.minecraft.world.level.h"
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#include "..\..\..\Minecraft.World\net.minecraft.world.h"
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#ifdef _WINDOWS64
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#include "..\..\Windows64\Network\WinsockNetLayer.h"
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#endif
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#define UPDATE_PLAYERS_TIMER_ID 0
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#define UPDATE_PLAYERS_TIMER_TIME 30000
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@ -26,6 +29,8 @@ 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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@ -59,6 +64,35 @@ 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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@ -282,6 +316,19 @@ 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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@ -578,7 +625,19 @@ 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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@ -637,16 +696,18 @@ void UIScene_JoinMenu::JoinGame(UIScene_JoinMenu* pClass)
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if( exitReasonStringId == -1 )
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{
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ui.NavigateBack(pClass->m_iPad);
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// No specific disconnect reason was set — the server was likely
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// unreachable. Show a "Connection Failed" dialog instead of
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// silently navigating back so the user knows what happened.
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exitReasonStringId = IDS_CONNECTION_LOST_SERVER;
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}
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else
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{
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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, exitReasonStringId, uiIDA,1,ProfileManager.GetPrimaryPad());
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exitReasonStringId = -1;
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ui.NavigateToHomeMenu();
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pClass->m_bIgnoreInput = false;
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}
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}
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}
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@ -70,6 +70,8 @@ private:
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wstring m_editServerPort;
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int m_editServerButtonIndex;
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int m_deleteServerButtonIndex;
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bool m_asyncJoinInProgress;
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DWORD m_joinLocalUsersMask;
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#endif
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public:
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@ -637,6 +637,11 @@ void UIScene_LoadOrJoinMenu::handleGainFocus(bool navBack)
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if( m_bMultiplayerAllowed )
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{
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#ifdef _WINDOWS64
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// Refresh the games list immediately so that any server
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// edits/deletions made in the JoinMenu are visible now.
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UpdateGamesList();
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#endif
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#if TO_BE_IMPLEMENTED
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HXUICLASS hClassFullscreenProgress = XuiFindClass( L"CScene_FullscreenProgress" );
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HXUICLASS hClassConnectingProgress = XuiFindClass( L"CScene_ConnectingProgress" );
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@ -67,6 +67,13 @@ SOCKET WinsockNetLayer::s_splitScreenSocket[XUSER_MAX_COUNT] = { INVALID_SOCKET,
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BYTE WinsockNetLayer::s_splitScreenSmallId[XUSER_MAX_COUNT] = { 0xFF, 0xFF, 0xFF, 0xFF };
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HANDLE WinsockNetLayer::s_splitScreenRecvThread[XUSER_MAX_COUNT] = {nullptr, nullptr, nullptr, nullptr};
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volatile bool WinsockNetLayer::s_joinCancelled = false;
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volatile bool WinsockNetLayer::s_joinComplete = false;
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bool WinsockNetLayer::s_joinResult = false;
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HANDLE WinsockNetLayer::s_joinGameThread = nullptr;
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char WinsockNetLayer::s_joinIP[256] = {};
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int WinsockNetLayer::s_joinPort = 0;
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bool g_Win64MultiplayerHost = false;
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bool g_Win64MultiplayerJoin = false;
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int g_Win64MultiplayerPort = WIN64_NET_DEFAULT_PORT;
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@ -337,10 +344,17 @@ bool WinsockNetLayer::JoinGame(const char* ip, int port)
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bool connected = false;
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BYTE assignedSmallId = 0;
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const int maxAttempts = 12;
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const int maxAttempts = 3;
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const int connectTimeoutSec = 5;
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for (int attempt = 0; attempt < maxAttempts; ++attempt)
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{
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if (s_joinCancelled)
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{
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app.DebugPrintf("JoinGame cancelled by user\n");
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break;
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}
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s_hostConnectionSocket = socket(result->ai_family, result->ai_socktype, result->ai_protocol);
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if (s_hostConnectionSocket == INVALID_SOCKET)
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{
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@ -351,17 +365,55 @@ bool WinsockNetLayer::JoinGame(const char* ip, int port)
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int noDelay = 1;
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setsockopt(s_hostConnectionSocket, IPPROTO_TCP, TCP_NODELAY, (const char*)&noDelay, sizeof(noDelay));
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// Use non-blocking connect with select() timeout so we don't freeze
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// the game for the full OS TCP timeout when the server is unreachable.
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u_long nonBlocking = 1;
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ioctlsocket(s_hostConnectionSocket, FIONBIO, &nonBlocking);
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iResult = connect(s_hostConnectionSocket, result->ai_addr, static_cast<int>(result->ai_addrlen));
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if (iResult == SOCKET_ERROR)
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{
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int err = WSAGetLastError();
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app.DebugPrintf("connect() to %s:%d failed (attempt %d/%d): %d\n", ip, port, attempt + 1, maxAttempts, err);
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closesocket(s_hostConnectionSocket);
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s_hostConnectionSocket = INVALID_SOCKET;
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Sleep(200);
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continue;
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if (err == WSAEWOULDBLOCK)
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{
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fd_set writeSet, errorSet;
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FD_ZERO(&writeSet);
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FD_SET(s_hostConnectionSocket, &writeSet);
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FD_ZERO(&errorSet);
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FD_SET(s_hostConnectionSocket, &errorSet);
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struct timeval tv;
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tv.tv_sec = connectTimeoutSec;
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tv.tv_usec = 0;
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int selectResult = select(0, nullptr, &writeSet, &errorSet, &tv);
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if (selectResult <= 0 || FD_ISSET(s_hostConnectionSocket, &errorSet))
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{
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app.DebugPrintf("connect() to %s:%d timed out or failed (attempt %d/%d)\n", ip, port, attempt + 1, maxAttempts);
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closesocket(s_hostConnectionSocket);
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s_hostConnectionSocket = INVALID_SOCKET;
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continue;
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}
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// Connection succeeded via non-blocking path
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}
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else
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{
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app.DebugPrintf("connect() to %s:%d failed (attempt %d/%d): %d\n", ip, port, attempt + 1, maxAttempts, err);
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closesocket(s_hostConnectionSocket);
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s_hostConnectionSocket = INVALID_SOCKET;
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Sleep(200);
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continue;
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}
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}
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// Restore blocking mode for normal socket I/O
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u_long blocking = 0;
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ioctlsocket(s_hostConnectionSocket, FIONBIO, &blocking);
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// Set a recv timeout so we don't block forever waiting for the small ID
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DWORD recvTimeout = connectTimeoutSec * 1000;
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setsockopt(s_hostConnectionSocket, SOL_SOCKET, SO_RCVTIMEO, (const char*)&recvTimeout, sizeof(recvTimeout));
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BYTE assignBuf[1];
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int bytesRecv = recv(s_hostConnectionSocket, (char*)assignBuf, 1, 0);
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if (bytesRecv != 1)
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@ -369,7 +421,6 @@ bool WinsockNetLayer::JoinGame(const char* ip, int port)
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app.DebugPrintf("Failed to receive small ID assignment from host (attempt %d/%d)\n", attempt + 1, maxAttempts);
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closesocket(s_hostConnectionSocket);
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s_hostConnectionSocket = INVALID_SOCKET;
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Sleep(200);
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continue;
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}
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@ -421,6 +472,56 @@ bool WinsockNetLayer::JoinGame(const char* ip, int port)
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return true;
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}
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DWORD WINAPI WinsockNetLayer::JoinGameThreadProc(LPVOID param)
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{
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s_joinResult = JoinGame(s_joinIP, s_joinPort);
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s_joinComplete = true;
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return 0;
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}
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bool WinsockNetLayer::StartJoinGameAsync(const char* ip, int port)
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{
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// Wait for any previous join thread to finish
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if (s_joinGameThread != nullptr)
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{
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WaitForSingleObject(s_joinGameThread, 5000);
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CloseHandle(s_joinGameThread);
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s_joinGameThread = nullptr;
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}
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strncpy_s(s_joinIP, sizeof(s_joinIP), ip, _TRUNCATE);
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s_joinPort = port;
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s_joinCancelled = false;
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s_joinComplete = false;
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s_joinResult = false;
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s_joinGameThread = CreateThread(nullptr, 0, JoinGameThreadProc, nullptr, 0, nullptr);
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return s_joinGameThread != nullptr;
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}
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bool WinsockNetLayer::IsJoinComplete()
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{
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return s_joinComplete;
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}
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bool WinsockNetLayer::GetJoinResult()
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{
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return s_joinResult;
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}
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void WinsockNetLayer::CancelJoinGame()
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{
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s_joinCancelled = true;
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|
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// Close the socket to immediately unblock any in-progress connect/select/recv
|
||||
SOCKET sock = s_hostConnectionSocket;
|
||||
if (sock != INVALID_SOCKET)
|
||||
{
|
||||
s_hostConnectionSocket = INVALID_SOCKET;
|
||||
closesocket(sock);
|
||||
}
|
||||
}
|
||||
|
||||
bool WinsockNetLayer::SendOnSocket(SOCKET sock, const void* data, int dataSize)
|
||||
{
|
||||
if (sock == INVALID_SOCKET || dataSize <= 0 || dataSize > WIN64_NET_MAX_PACKET_SIZE) return false;
|
||||
|
|
|
|||
|
|
@ -69,6 +69,12 @@ public:
|
|||
static bool HostGame(int port, const char* bindIp = nullptr);
|
||||
static bool JoinGame(const char* ip, int port);
|
||||
|
||||
// Async join: runs JoinGame on a background thread so the UI stays responsive
|
||||
static bool StartJoinGameAsync(const char* ip, int port);
|
||||
static bool IsJoinComplete();
|
||||
static bool GetJoinResult();
|
||||
static void CancelJoinGame();
|
||||
|
||||
static bool SendToSmallId(BYTE targetSmallId, const void* data, int dataSize);
|
||||
static bool SendOnSocket(SOCKET sock, const void* data, int dataSize);
|
||||
|
||||
|
|
@ -112,6 +118,7 @@ private:
|
|||
static DWORD WINAPI SplitScreenRecvThreadProc(LPVOID param);
|
||||
static DWORD WINAPI AdvertiseThreadProc(LPVOID param);
|
||||
static DWORD WINAPI DiscoveryThreadProc(LPVOID param);
|
||||
static DWORD WINAPI JoinGameThreadProc(LPVOID param);
|
||||
|
||||
static SOCKET s_listenSocket;
|
||||
static SOCKET s_hostConnectionSocket;
|
||||
|
|
@ -154,6 +161,14 @@ private:
|
|||
static SOCKET s_smallIdToSocket[256];
|
||||
static CRITICAL_SECTION s_smallIdToSocketLock;
|
||||
|
||||
// Async join state
|
||||
static volatile bool s_joinCancelled;
|
||||
static volatile bool s_joinComplete;
|
||||
static bool s_joinResult;
|
||||
static HANDLE s_joinGameThread;
|
||||
static char s_joinIP[256];
|
||||
static int s_joinPort;
|
||||
|
||||
// Per-pad split-screen TCP connections (client-side, non-host only)
|
||||
static SOCKET s_splitScreenSocket[XUSER_MAX_COUNT];
|
||||
static BYTE s_splitScreenSmallId[XUSER_MAX_COUNT];
|
||||
|
|
|
|||
|
|
@ -14,6 +14,13 @@ This project is based on source code of Minecraft Legacy Console Edition v1.6.05
|
|||
|
||||
## Latest:
|
||||
|
||||
Server list and connection improvements:
|
||||
- Server edits and deletions now apply immediately without needing to restart the game
|
||||
- Connecting to an offline/unreachable server no longer freezes the game indefinitely
|
||||
- Connection attempts use non-blocking sockets with a 5-second timeout (3 retries max) instead of the OS TCP timeout
|
||||
- Connection runs on a background thread so the UI stays responsive, with a cancel option (press B or Escape) to back out at any time
|
||||
- Failed connections now always show a "Connection Failed" dialog instead of silently navigating back
|
||||
|
||||
Upstream merge:
|
||||
- Fixed font rendering for color and formatting codes, splash text like "Colormatic!" now renders with proper per-character colors
|
||||
- Fixed Sign editing UI, SignEntryMenu720 restored to correct version
|
||||
|
|
|
|||
Loading…
Reference in a new issue