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Show client connection errors and handle connection result
If result is a success sent event to launch the next netplay screen. if it fails, clear up the netplay client
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@@ -56,7 +56,14 @@ void NetPlayUICallbacks::OnPadBufferChanged(u32) {}
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void NetPlayUICallbacks::OnHostInputAuthorityChanged(bool) {}
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void NetPlayUICallbacks::OnDesync(u32, const std::string&) {}
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void NetPlayUICallbacks::OnConnectionLost() {}
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void NetPlayUICallbacks::OnConnectionError(const std::string&) {}
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void NetPlayUICallbacks::OnConnectionError(const std::string& message)
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{
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JNIEnv* env = IDCache::GetEnvForThread();
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env->CallStaticVoidMethod(IDCache::GetNetplayClass(), IDCache::GetNetplayOnConnectionError(),
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ToJString(env, message));
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}
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void NetPlayUICallbacks::OnTraversalError(Common::TraversalClient::FailureReason) {}
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void NetPlayUICallbacks::OnTraversalStateChanged(Common::TraversalClient::State) {}
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void NetPlayUICallbacks::OnGameStartAborted() {}
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