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
This commit is contained in:
Tom Pratt
2026-04-09 12:40:07 +01:00
committed by Tom Pratt
parent 3ed9174208
commit f52ca02ca2
9 changed files with 184 additions and 21 deletions

View File

@@ -56,7 +56,14 @@ void NetPlayUICallbacks::OnPadBufferChanged(u32) {}
void NetPlayUICallbacks::OnHostInputAuthorityChanged(bool) {}
void NetPlayUICallbacks::OnDesync(u32, const std::string&) {}
void NetPlayUICallbacks::OnConnectionLost() {}
void NetPlayUICallbacks::OnConnectionError(const std::string&) {}
void NetPlayUICallbacks::OnConnectionError(const std::string& message)
{
JNIEnv* env = IDCache::GetEnvForThread();
env->CallStaticVoidMethod(IDCache::GetNetplayClass(), IDCache::GetNetplayOnConnectionError(),
ToJString(env, message));
}
void NetPlayUICallbacks::OnTraversalError(Common::TraversalClient::FailureReason) {}
void NetPlayUICallbacks::OnTraversalStateChanged(Common::TraversalClient::State) {}
void NetPlayUICallbacks::OnGameStartAborted() {}