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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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| .. | ||
| Sony | ||
| GameNetworkManager.cpp | ||
| GameNetworkManager.h | ||
| NetworkPlayerInterface.h | ||
| PlatformNetworkManagerInterface.h | ||
| PlatformNetworkManagerStub.cpp | ||
| PlatformNetworkManagerStub.h | ||
| SessionInfo.h | ||