Fixed thread crashes due to concurrent actor changes in multiplayer update popups

This commit is contained in:
Yair Morgenstern
2020-05-03 19:11:07 +03:00
parent b42c8672e1
commit 9397f3608c

View File

@ -231,7 +231,7 @@ class WorldScreen(val viewingCiv:CivilizationInfo) : CameraStageBaseScreen() {
try {
val latestGame = OnlineMultiplayer().tryDownloadGame(gameInfo.gameId)
if(gameInfo.isUpToDate && gameInfo.currentPlayer==latestGame.currentPlayer) { // we were trying to download this to see when it's our turn...nothing changed
loadingGamePopup.close()
Gdx.app.postRunnable { loadingGamePopup.close() }
return@thread
}
latestGame.isUpToDate=true
@ -242,6 +242,7 @@ class WorldScreen(val viewingCiv:CivilizationInfo) : CameraStageBaseScreen() {
}
} catch (ex: Exception) {
Gdx.app.postRunnable { // otherwise the popups of the screen could be concurrently modified, and we'll get an unhappy thread
loadingGamePopup.close()
val couldntDownloadLatestGame = Popup(this)
couldntDownloadLatestGame.addGoodSizedLabel("Couldn't download the latest game state!").row()
@ -251,6 +252,7 @@ class WorldScreen(val viewingCiv:CivilizationInfo) : CameraStageBaseScreen() {
}
}
}
}
// This is private so that we will set the shouldUpdate to true instead.
// That way, not only do we save a lot of unnecessary updates, we also ensure that all updates are called from the main GL thread