Introduce server validation and a session launch flow with persistent server profiles. - Add ConnectAndValidateServer to Networking to validate handshake/timeouts and return human-friendly errors; avoid auto-connecting in transform send path and remove unconditional local connect on startup. - Add ServerProfileStore (header + implementation) to persist server->saveFile bindings under Documents/My Games/.../CommonwealthOnline/server-profiles.json with thread-safe load/save, lookup, touch and bind operations. - Add SessionLaunch (header + implementation) to handle launching validated sessions, first-time join flow (auto coc to SanctuaryExt, character creation menus, save binding), F4SE message handling and periodic Update processing. - Update ServerBrowserBridge to parse/validate ports, use ConnectAndValidateServer, display joinLoading UI events, schedule validated session launch on the game task thread, and centralize join success/failure handling. - Wire SessionLaunch into main.cpp (update loop and F4SE message hook). - Improve direct-connect UI in app.js with client-side validation, port parsing, and handling of joinLoading events. These changes provide better connection validation, user feedback during joins, and automatic handling for first-time server joins with persistence of associated saves.
17 lines
342 B
C++
17 lines
342 B
C++
#pragma once
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#include "F4TServerBrowserData.h"
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namespace F4SE
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{
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class MessagingInterface;
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}
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namespace F4T::SessionLaunch
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{
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bool LaunchValidatedSession(const ServerBrowser::ServerEntry& a_entry, std::string& a_error);
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void OnF4SEMessage(F4SE::MessagingInterface::Message* a_msg);
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void Update();
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void TryCompletePendingProfileBind();
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}
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