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
@@ -8846,8 +8846,21 @@ void DPLRenderer::ExecuteIdle()
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// repainted after every Present; join/join_lan UX fix 2026-07-22).
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{
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HRESULT present_hr = mDevice->Present(NULL, NULL, NULL, NULL);
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BTWaitScreenPaint("WAITING FOR MISSION ASSIGNMENT",
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"the operator starts the session from the console");
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const char *wait_line1 = "WAITING FOR MISSION ASSIGNMENT";
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const char *wait_line2 = "the operator starts the session from the console";
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switch (application ? application->GetApplicationState() : -1)
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{
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case Application::LoadingMission:
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case Application::LaunchingMission:
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wait_line1 = "LOADING MISSION";
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wait_line2 = "stand by";
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break;
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case Application::WaitingForLaunch:
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wait_line1 = "MISSION READY";
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wait_line2 = "waiting for the operator to launch";
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break;
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}
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BTWaitScreenPaint(wait_line1, wait_line2);
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if (present_hr == D3DERR_DEVICELOST)
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{
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int bbCount = mPresentParams.BackBufferCount;
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