fix(lite): probe servers without joining the thread on the UI thread
Adding a lite server from the network tab restarted the background server probe immediately. Starting a probe while one is still running joins the previous worker thread, and that join happened on the UI thread, so the frame could stall until the outstanding probe finished. - Adding a server now sets a dirty flag instead of restarting the probe inline; the next frame starts a fresh probe once the current pass has finished, so the UI thread never blocks on a join. - The probe's libcurl transfers honor the cancel flag through a progress callback and abort cleanly, so a probe in flight stops promptly. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -37,6 +37,7 @@ namespace {
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util::LiteServerProbe s_probe;
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bool s_probeStarted = false;
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bool s_probeDirty = false;
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bool s_showHidden = false;
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char s_addUrl[256] = "";
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char s_addLabel[128] = "";
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@@ -66,6 +67,7 @@ void RenderLiteNetworkTab(App* app)
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const float dp = Layout::dpiScale();
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if (!s_probeStarted) { startProbe(st); s_probeStarted = true; }
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if (s_probeDirty && !s_probe.busy()) { startProbe(st); s_probeDirty = false; }
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const auto probe = s_probe.results();
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const bool randomMode = st->getLiteServerSelectionMode() == LiteMode::Random;
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@@ -221,7 +223,7 @@ void RenderLiteNetworkTab(App* app)
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servers.push_back(p);
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st->setLiteServers(servers);
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st->save();
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startProbe(st);
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s_probeDirty = true; // re-probe after the current pass ends (don't join the UI thread here)
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s_addUrl[0] = '\0'; s_addLabel[0] = '\0'; s_addError.clear();
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}
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}
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