Network multiplayer optimization (UI improvements)#9671
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MostCromulent wants to merge 3 commits intoCard-Forge:masterfrom
Open
Network multiplayer optimization (UI improvements)#9671MostCromulent wants to merge 3 commits intoCard-Forge:masterfrom
MostCromulent wants to merge 3 commits intoCard-Forge:masterfrom
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Improves user experience during network games: - Waiting timer shows player name and elapsed time (CMatchUI, InputLockUI) - Connection errors display detailed messages instead of generic failure - Adds CONN_ERROR_PREFIX constant for structured error handling - New localization strings for waiting and error messages UI-only changes, no game logic or delta sync functionality. Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
- Use GameView data only in findWaitingForPlayerName() to work on both host and client (fixes null Game on network clients) - Add findPriorityPlayer() using PlayerView.getHasPriority() - Use localized string prefixes in isWaitingMessage() instead of hardcoded English strings - Add volatile to timer fields for thread safety Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
tool4ever
reviewed
Feb 5, 2026
| if (ixCall != iCall.get() || !isActive()) { | ||
| return; | ||
| } | ||
| FThreads.invokeInEdtLater(showMessageFromEdt); |
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when is this relevant in netplay? somehow I never reached a breakpoint here... 🤔
I don't understand why there should be two timer systems:
If one input isn't enough, then why isn't it only handled in AbstractGuiGame instead so it works for mobile too?
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THIS PR HAS BEEN SPLIT FROM #9642.
Dependency
This branch is has been refactored to be fully independent from other features in #9642.
Features
Waiting timer and connection error improvements for network games:
timeout, no route to host)
Files Changed
CMatchUI.javaInputLockUI.javaNetConnectUtil.javaCSubmenuOnlineLobby.javaCONN_ERROR_PREFIXfor detailed error displayOnlineLobbyScreen.javaCONN_ERROR_PREFIXfor detailed error displayForgeConstants.javaCONN_ERROR_PREFIXconstanten-US.properties