Remove a bunch of duplicated code, replacing with implementation in
XWService. Fixes duplicate invitation and game opening policies being
slightly different.
Try some funky layout shite to get, within a horizontal linear layout,
the first text field trucated if necessary so that the second (holding
the score) can be fully displayed. Tested on exactly one emulator so
far.
I think there's a bug in Weblate because I've seen this before: where
the English provides only an <other> the translation comes back with
only a <one>. That's wrong. Try adding a <one> in the English case to
see if that makes a difference.
Otherwise it takes too long to scroll if you have hundreds of
games. To make this work had to move scroller to left side of games
list display as otherwise the scroller steals events from the expander
thingies.
Likely because of something in the jni world unset per-player dict name
is empty string rather than null, so test for that too. Fixes dicts
popup in newly-created game have an empty first line " (in use)".
Stumbled on a NPE opening up the wordlist browser configuring the first
game on a new install. So now test for null there and init early if
necessary. Seems to work, and won't do anything in places were not
needed.
Remake the min and max spinners every time either value changes so they
can't be used to set nonsensical values. (Which leads to immediate
crashes.) I'm sure this wasn't always a problem, but...
Looks like the assertion was left in when adding support for dual-pane
mode, as all other onPosButton() implementations called super rather
than assert. Which this one does now too.
Getting ANRs because (I think) the main thread's waiting for the write
thread to die and now the write thread's doing a ton of work
sometimes. So move the threads into a standalone object that can be
allowed to die on its own time without anybody waiting.
I *think* the reason I'm occasionally seeing toasts about not finding a
move is that when the engine's interrupted by there being a UI event in
the queue that error is posted. Instead try posting only when at the end
of the search nothing's been found.
Having reconfigured to use non-existent relay port as a test of falling
back to the web apis, tweak stuff: send the packets that have been
accumulated when an EOQ is found (rather than dropping all of them
immediately) before exiting the write thread; and start the threads up
when posting a packet in case they aren't (they may not be when the post
happens via timer firing.)
Seemed to be causing ANRs. Integrate instead into outgoing message queue
by using poll(timeout) then checking for unack'd packets every time
through the loop (but not more than once/3 seconds or so.)
Presence of timestamp instead of a boolean determines whether packet
should next via Web. Timestamps might also allow to process a larger
number of unacked packets in a single timer fire....
Track ack'd and unack'd packets. When there are ten more of the latter,
skip the UDP-send step. This is probably not the algorithm I'll settle
on (an explicit PING to the relay over UDP might be simpler), but it's
simple and easy.
Send each packet via UDP if that's thought to be working (always is,
now) and start a 10-second timer. If it hasn't been ack'd by then,
resend via Web API. Tested by configuring to use a UDP socket that the
relay isn't listening on. Only problem is that the backoff timers are
broken: never stops sending every few seconds.
The plan's to use the native relay protocol first, then to fall back to
the slower but more reliable (esp. on paranoid/block-everything wifi
networks) webAPI. This is the name change without behavior
change (except that the native kill() to report deleted games is gone.)
When grouping to allow multiple packets per outbound API call I forgot
that some are there to mark the end-of-queue: can't be sent! Trying
caused a NPE. Now if any EOQ is found in the queue that batch is dropped
and the thread's exited.
Making the right_side elem match its parent height prevents the
lower-right region of game list items from falling through and
triggering a toggle-selection event.
Making the right_side elem match its parent height prevents the
lower-right region of game list items from falling through and
triggering a toggle-selection event.
As expected, moves are no longer received instantly because the UDP
socket isn't available for the relay to write too once the URL
handler (relay.py) finishes.
Working around there being a border around the game-type image area.
With this change long-tapping works only on the right 2/3 of the
region. There might be a fix, but it's still better than there being
a hole (the border) in the thing where behavior's different.
Duh. The .java file was removed, but the declaration that all apps can
handle an intent (that requires WakeLock they no longer all have) was
not. Should fix crashes I'm seeing.
Board and Games List were using same menuid which meant that even when
chosen from Board's menu it would up getting handled by GamesList (in
dual-pane mode.)
Somehow the d variant was crashing without the WAKELOCK permission, the
OS having invokes something GCM-related. This should ensure nothing
GCM-related can ever happen.
This seems to fix that app, when built by me where GCM_SENDER_ID's set
in the environment, being a battery hog. Apparently google's code
doesn't handle being passed the wrong senderID very well.
I'd added inputType="text" everywhere I added maxLines="1" but it turns
out that breaks touches being handled at least on some devices. And it
makes no sense to have an inputType for something user can't put into.