Fix Windows socket WSAENOTCONN disconnect; add boss encounter frames

Socket fixes (fixes Windows-only connection failure):
- WorldSocket::connect() now waits for non-blocking connect to complete with
  select() before returning, preventing WSAENOTCONN on the first recv() call
  on Windows (Linux handles this implicitly but Windows requires writability
  poll after non-blocking connect)
- Add net::isConnectionClosed() helper: treats WSAENOTCONN/WSAECONNRESET/
  WSAESHUTDOWN/WSAECONNABORTED as graceful peer-close rather than recv errors
- Apply isConnectionClosed() in both WorldSocket and TCPSocket recv loops

UI:
- Add renderBossFrames(): displays boss unit health bars in top-right corner
  when SMSG_UPDATE_INSTANCE_ENCOUNTER_UNIT has active slots; supports
  click-to-target and color-coded health bars (red→orange→yellow as HP drops)
This commit is contained in:
Kelsi 2026-03-09 20:05:09 -07:00
parent b6dfa8b747
commit 1c1cdf0f23
6 changed files with 135 additions and 1 deletions

View file

@ -403,6 +403,7 @@ void GameScreen::render(game::GameHandler& gameHandler) {
if (showNameplates_) renderNameplates(gameHandler);
renderCombatText(gameHandler);
renderPartyFrames(gameHandler);
renderBossFrames(gameHandler);
renderGroupInvitePopup(gameHandler);
renderDuelRequestPopup(gameHandler);
renderLootRollPopup(gameHandler);
@ -4893,6 +4894,79 @@ void GameScreen::renderPartyFrames(game::GameHandler& gameHandler) {
ImGui::PopStyleVar();
}
// ============================================================
// Boss Encounter Frames
// ============================================================
void GameScreen::renderBossFrames(game::GameHandler& gameHandler) {
// Collect active boss unit slots
struct BossSlot { uint32_t slot; uint64_t guid; };
std::vector<BossSlot> active;
for (uint32_t s = 0; s < game::GameHandler::kMaxEncounterSlots; ++s) {
uint64_t g = gameHandler.getEncounterUnitGuid(s);
if (g != 0) active.push_back({s, g});
}
if (active.empty()) return;
const float frameW = 200.0f;
const float startX = ImGui::GetIO().DisplaySize.x - frameW - 10.0f;
float frameY = 120.0f;
ImGuiWindowFlags flags = ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove |
ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoTitleBar |
ImGuiWindowFlags_AlwaysAutoResize;
ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 4.0f);
ImGui::PushStyleColor(ImGuiCol_WindowBg, ImVec4(0.15f, 0.05f, 0.05f, 0.85f));
ImGui::SetNextWindowPos(ImVec2(startX, frameY), ImGuiCond_Always);
ImGui::SetNextWindowSize(ImVec2(frameW, 0.0f), ImGuiCond_Always);
if (ImGui::Begin("##BossFrames", nullptr, flags)) {
for (const auto& bs : active) {
ImGui::PushID(static_cast<int>(bs.guid));
// Try to resolve name and health from entity manager
std::string name = "Boss";
uint32_t hp = 0, maxHp = 0;
auto entity = gameHandler.getEntityManager().getEntity(bs.guid);
if (entity && (entity->getType() == game::ObjectType::UNIT ||
entity->getType() == game::ObjectType::PLAYER)) {
auto unit = std::static_pointer_cast<game::Unit>(entity);
const auto& n = unit->getName();
if (!n.empty()) name = n;
hp = unit->getHealth();
maxHp = unit->getMaxHealth();
}
// Clickable name to target
if (ImGui::Selectable(name.c_str(), gameHandler.getTargetGuid() == bs.guid)) {
gameHandler.setTarget(bs.guid);
}
if (maxHp > 0) {
float pct = static_cast<float>(hp) / static_cast<float>(maxHp);
// Boss health bar in red shades
ImGui::PushStyleColor(ImGuiCol_PlotHistogram,
pct > 0.5f ? ImVec4(0.8f, 0.2f, 0.2f, 1.0f) :
pct > 0.2f ? ImVec4(0.9f, 0.5f, 0.1f, 1.0f) :
ImVec4(1.0f, 0.8f, 0.1f, 1.0f));
char label[32];
std::snprintf(label, sizeof(label), "%u / %u", hp, maxHp);
ImGui::ProgressBar(pct, ImVec2(-1, 14), label);
ImGui::PopStyleColor();
}
ImGui::PopID();
ImGui::Spacing();
}
}
ImGui::End();
ImGui::PopStyleColor();
ImGui::PopStyleVar();
}
// ============================================================
// Group Invite Popup (Phase 4)
// ============================================================