neoLegacy/Minecraft.Client/Common/Network
itsRevela f1310abe08 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.
2026-03-26 11:51:17 -05:00
..
Sony Modernize project codebase (#906) 2026-03-08 18:08:36 -05:00
GameNetworkManager.cpp Refactor async server joining with eJoinState enum and dedicated progress UI 2026-03-26 11:51:17 -05:00
GameNetworkManager.h Refactor async server joining with eJoinState enum and dedicated progress UI 2026-03-26 11:51:17 -05:00
NetworkPlayerInterface.h feat: TU19 (Dec 2014) Features & Content (#155) 2026-03-03 03:04:10 +08:00
PlatformNetworkManagerInterface.h Modernize project codebase (#906) 2026-03-08 18:08:36 -05:00
PlatformNetworkManagerStub.cpp Refactor async server joining with eJoinState enum and dedicated progress UI 2026-03-26 11:51:17 -05:00
PlatformNetworkManagerStub.h Refactor async server joining with eJoinState enum and dedicated progress UI 2026-03-26 11:51:17 -05:00
SessionInfo.h Modernize project codebase (#906) 2026-03-08 18:08:36 -05:00