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:
co-authored by
Claude Opus 4.8
parent
a1c9a71898
commit
f0918c66b0
@@ -1650,7 +1650,18 @@ Logical L4NetworkManager::RelayRequestSeat()
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full_shown = 1;
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banner_shown = 1; // suppress the banner after this
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}
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Sleep(3000);
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{
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// pumped retry pause (the raw Sleep(3000) froze the window +
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// spinner whenever the relay answered -- e.g. ROSTER FULL)
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const char *why = roster_full
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? "session is FULL -- waiting for a seat to free up"
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: "retrying...";
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for (int slice = 0; slice < 30; ++slice) // 3s
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{
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RelayWaitTick("WAITING FOR THE OPERATOR'S SESSION", why);
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Sleep(100);
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}
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}
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}
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return False;
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}
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