Join wait: animate through EVERY pre-mission state

Two follow-ups to the waiting-screen work, both user-reported:

1. "Animation frozen after connecting": once the console seats the player
   and sends the egg, the state advances LoadingMission -> WaitingForLaunch
   -- where NOTHING presents until the operator's RunMission, so the last
   idle frame froze on screen with the mission audio already running.
   ExecuteForeground now keeps the idle clear + overlay alive through
   LoadingMission/WaitingForLaunch/LaunchingMission (no early return -- the
   load/replication work continues), and ExecuteIdle picks per-state text:
     WaitingForEgg    "WAITING FOR MISSION ASSIGNMENT"
     Loading/Launching "LOADING MISSION / stand by"
     WaitingForLaunch "MISSION READY / waiting for the operator to launch"

2. The roster-full retry pause was a raw Sleep(3000) -- with the relay up
   and answering SEAT_FULL instantly, the process spent ~95% of its time
   unpumped (IsHungAppWindow TRUE, spinner frozen).  Now 30 pumped 100ms
   slices with the reason on screen ("session is FULL -- waiting for a
   seat to free up").

Verified live against the running operator relay: roster-full wait shows
the reason text, spinner advances across 500ms captures, IsHungAppWindow
false on every sample.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
arcattack
2026-07-22 08:40:55 -05:00
co-authored by Claude Opus 4.8
parent a1c9a71898
commit f0918c66b0
3 changed files with 42 additions and 3 deletions
+15
View File
@@ -548,6 +548,21 @@ Time endControls = Now();
CLEAR_FOREGROUND_PROCESSING();
return executeFrames;
}
//
// PRE-RUN WAIT STATES (2026-07-22, "animation frozen after connecting"):
// after the egg arrives the state advances LoadingMission ->
// WaitingForLaunch, where NOTHING presents until the operator's
// RunMission -- the last idle frame froze on screen (with the mission
// audio already running). Keep the idle clear + waiting overlay alive
// through these states; NO early return -- the load steps / replication
// / network below must keep running. ExecuteIdle picks per-state text.
//
if (GetApplicationState() == LoadingMission
|| GetApplicationState() == WaitingForLaunch
|| GetApplicationState() == LaunchingMission)
{
videoRenderer->ExecuteIdle();
}
//
//--------------------------------------------------------------------------