Files
sbox-public/engine/Sandbox.Menu/MenuUtility.GameInstance.cs
Sol Williams 0c7f41e63a Cancel loading fixes (#4484)
* Loads now cancel correctly on disconnect/close across all entry points
* Unified some loading flow and UI logic
* Fixed errors when cancelling mid-load
2026-04-08 10:47:38 +01:00

88 lines
2.3 KiB
C#

using Sandbox.Engine;
namespace Sandbox;
public static partial class MenuUtility
{
/// <summary>
/// A game has been opened. Load the game. If allowLaunchOverride then special launch conditions will be obeyed.
/// For example, we might join a lobby instead of loading the game, or we might open the launcher.
/// </summary>
public static void OpenGame( string ident, bool allowLaunchOverride = true, Dictionary<string, string> gameSettings = null )
{
CloseAllModals();
if ( gameSettings is not null ) LaunchArguments.GameSettings = gameSettings;
_ = LoadAsync( ident, allowLaunchOverride );
}
/// <summary>
/// A game has been opened. Load the game.
/// </summary>
public static void OpenGameWithMap( string gameident, string mapName, Dictionary<string, string> gameSettings = null )
{
LaunchArguments.Map = mapName;
if ( gameSettings is not null ) LaunchArguments.GameSettings = gameSettings;
OpenGame( gameident, false );
}
static async Task LoadAsync( string ident, bool allowLaunchOverride, CancellationToken ct = default )
{
ThreadSafe.AssertIsMainThread();
LoadingScreen.IsVisible = true;
LoadingScreen.Media = null;
LoadingScreen.Title = null;
var flags = GameLoadingFlags.Host | GameLoadingFlags.Reload;
if ( Application.IsEditor ) flags |= GameLoadingFlags.Developer; // todo - is the package we're loading a local package
await IGameInstanceDll.Current.LoadGamePackageAsync( ident, flags, ct );
}
static bool _isJoiningLobby;
/// <summary>
/// Try to join any lobby for this game.
/// </summary>
public static async Task<bool> TryJoinLobby( string ident )
{
if ( _isJoiningLobby )
return false;
try
{
_isJoiningLobby = true;
var lobbies = await Networking.QueryLobbies( ident );
var orderedLobbies = lobbies.OrderBy( lobby => lobby.ContainsFriends )
.ThenByDescending( lobby => lobby.Members );
foreach ( var lobby in orderedLobbies )
{
if ( lobby.IsFull ) continue;
// We might be in a game now
if ( Game.InGame ) return false;
Log.Info( $"Attempting to join available lobby {lobby.LobbyId}" );
// Try to join this one
if ( await Networking.TryConnectSteamId( lobby.LobbyId ) )
{
CloseAllModals();
return true;
}
}
Log.Info( $"Couldn't join a lobby - making a game" );
return false;
}
finally
{
_isJoiningLobby = false;
}
}
}