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:
itsRevela
2026-03-26 11:51:17 -05:00
parent 39b0ad1cb4
commit f1310abe08
10 changed files with 414 additions and 204 deletions
@@ -12,6 +12,10 @@ private:
bool m_showingButton;
void (*m_cancelFunc)(LPVOID param);
LPVOID m_cancelFuncParam;
#ifdef _WINDOWS64
bool m_asyncJoinActive;
bool m_asyncJoinFailed;
#endif
enum EControls
{