mirror of
git://xwords.git.sourceforge.net/gitroot/xwords/xwords
synced 2025-02-04 20:46:28 +01:00
don't return from getSummary without succeeding, even if must wait on
lock. Fixes problem with blank entries in game list after returning from config screen.
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parent
60a799ef1f
commit
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3 changed files with 6 additions and 13 deletions
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@ -77,18 +77,12 @@ public class DBUtils {
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boolean sourceLocal;
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}
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public static GameSummary getSummary( Context context, long rowid,
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boolean wait )
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public static GameSummary getSummary( Context context, long rowid )
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{
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GameSummary result = null;
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GameUtils.GameLock lock = new GameUtils.GameLock( rowid, false );
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if ( wait ) {
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result = getSummary( context, lock.lock() );
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lock.unlock();
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} else if ( lock.tryLock() ) {
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result = getSummary( context, lock );
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lock.unlock();
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}
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result = getSummary( context, lock.lock() );
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lock.unlock();
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return result;
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}
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@ -119,7 +119,7 @@ public class GameListAdapter extends XWListAdapter {
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// DbgUtils.logf( "doInBackground(id=%d)", m_id );
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View layout = m_factory.inflate( R.layout.game_list_item, null );
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boolean hideTitle = false;//CommonPrefs.getHideTitleBar(m_context);
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GameSummary summary = DBUtils.getSummary( m_context, m_rowid, false );
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GameSummary summary = DBUtils.getSummary( m_context, m_rowid );
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if ( null == summary ) {
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m_rowid = -1;
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} else {
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@ -472,7 +472,7 @@ public class GamesList extends XWListActivity
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// We need a way to let the user get back to the basic-config
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// dialog in case it was dismissed. That way it to check for
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// an empty room name.
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GameSummary summary = DBUtils.getSummary( this, rowid, true );
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GameSummary summary = DBUtils.getSummary( this, rowid );
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if ( summary.conType == CommsAddrRec.CommsConnType.COMMS_CONN_RELAY
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&& summary.roomName.length() == 0 ) {
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// If it's unconfigured and of the type RelayGameActivity
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@ -612,8 +612,7 @@ public class GamesList extends XWListActivity
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break;
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case R.id.list_item_copy:
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GameSummary summary = DBUtils.getSummary( this,
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m_rowid, true );
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GameSummary summary = DBUtils.getSummary( this, m_rowid );
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if ( summary.inNetworkGame() ) {
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showOKOnlyDialog( R.string.no_copy_network );
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} else {
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