I think I'm seeing a bug where msg <n> is received, I record that I'm
now looking for msg <n+1>, fail to process <n> (perhaps because some
resource is temporarily unavailable?), and am now in a state where I
won't accept <n> when it's resent. This fixes this by only recording <n>
received after processing code has accepted it.
I suspect that messages are being dropped (in server) after being
recorded (in comms), causing the game to stall forever. So add an
assertion that it's not happening. Haven't seen it yet in a few hundred
games, but it'll be nice to be more confident.
When a stream reader and writer are out of sync it often shows up as
trying to read off the end of the stream (firing an assert.) It's useful
to know where that's coming from on android where there's usually no
stack trace in the jin world. So pass __func__ in using macros, and log
before asserting. Crude but quick and already useful.
Should not show the new you-can-lookup-uncommitted-words hint for
already-played words, so needed to be able to tell difference between
the two. Now you can -- and on the gtk side I draw them differently
because I can.
When a word's been formed as part of the current turn, but not yet
committed, allow long-tap to trigger an offer to look it up online same
as for already-committed words. Allows checking the legality of
potential plays AND figuring WTF the hint feature just suggested.
I'm seeing my simultaneous access assert fail, so might as well break
fix it the foolproof way. It's background threads only that are calling
this stuff on Android so blocking them shouldn't hurt.
Lots of threads call the smsproto code now so the existing check was
failing. Replace it with one that ensures that only one thread at a time
is running the code. Debug-builds only.
It's useful when testing to have the remote device play without human
interaction. So add an option, and UI to trigger it, for the players
created remotely in response to an invitation to be robots. There are
guards in place to catch the feature slipping into a release build.
Darned thing was dropping packets, failing to connect games built in
response to invitations, and otherwise misbehaving. First was due to not
resheduling when exited with outbound packets in queue; second to not
overriding relayNoConnProc() (due to signature change.) Though it still
happens occasionally.... Also added timestamps to track how long it
takes a packet to be sent and ACK'd.
My VSIZE is no longer legal, and apparently there's no workaround (no
way to safely figure the length of an array whose size is known at
compile time.) To avoid the risk of duplicating little constants, added
macros that define length in a way a new VSIZE can pick it up. Couldn't
make that work for struct field arrays, however, so there I'm using
constants.
I'm seeing a rare case where a game connectes to relay specifying a room
and somehow gets both slots, having provided different gameSeeds the two
times. This means an opponent won't connect, the room being full in that
game. I can't reproduce, so am logging seed changes better and switching
linux client to leave seed generation to comms as Android does.
Put up an error message if too many tiles selected for trade
(a condition that couldn't exist when the pool was guaranteed to
have at least 7 in it.) (It's a hack: there's not even an enum
giving Spanish's code, and the lang_locale stuff in info.txt isn't
making it into the .xwd format.)
Some devices, including my Moto, are apparently calling server_do() more
than most. When the game's supposed to be asking the user to pick tiles
that resulted in stacked TilePickAlerts. The stack of these
sending (taken together) too many picked tiles to the game made it
crash. So modify server to have only one pending tile-pick request going
at a time. Because the server can't know when the user dismisses the
alert in Android and so won't post again, respond to the dismissal by
closing the game. Reopening will put it in a state where the tile picker
can get called again.
It's done for other comm types too, and is necessary to get linux test
script to pass once I make SMS delivery unreliable. But it may duplicate
the tickle that Android's doing and result in duplicate messages: test.
add new stream getters that return false if reach EOS and use them to
exit early and safely if incoming SMS msg is misformatted. I'm getting
random garbage meant for other apps perhaps.
Had an assert fire when a message ID was reused with a different count.
It was likely because of messages crossing between two variants, but
still, fix: delete what's been saved so far when a new count shows up.
Handles case where the app receives only a subset of the SMS messages
into which a larger game-level message has been broken. Now when it
restarts and the remaining parts come in the whole can be reassembled.
And use in linux client. Goal here is to reproduce then improve the
Android SMS pre- and post-processing stuff with a common/ implementation
that can be tested on linux and used wherever.
So now all jni code uses a single dutil context, but also a single
mempool and jniutil instance instead of new instances of the latter two
per game and dict-iteration.
Trying to separate what's game-specific from what can be app/device
specific (i.e. with a long lifespan, and available when a game isn't
open.)
Android will be broken after this commit and fixed after the next
Once the pool count drops to 0, start showing the number of tiles left
in the user's tray. This prevents there being a long time when nothing
seems to be changing *and* the script from exiting early because it
thinks all games are hung.
Got a report of crashes due to corrupt move records. Given I rarely see
them I wondered if it's because the hint- and robot-generated moves I
work with have tiles in order. So now on debug builds tiles in moves
from those sources are randomly rearranged (as if the user had formed
the word in random order.) The bug isn't showing up, but I figure the
test's worth keeping.
The fix I made earlier for this relied on a callback that was skipped in
release builds. Now always take the path that involves making the
callback when one is provided. Also remove an optimization that was
trying to eliminate possible moves based on scores prior to doing the
more expensive full check. In 2018 I prefer simplicity, and can make the
remaining code faster if that's required.
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.
Ideally the comms module wouldn't go through its connecting routine in
order to join a game. To that end I added a join() method to relay.py
and code to call it. Joins happen (pairing games, starting new ones,
etc.), but after that communication doesn't. First part of fixing that
would be to make cookieID persistent and transmit it back with the rest
of what join sends (since it's used by all the messages currently sent
in a connected state), but I suspect there's more to be done, and even
that requires a fair number of changes on the relay side. So all that's
wrapped in #ifdef RELAY_VIA_HTTP (and turned off.)
If I want to move relaycon into common so Android can use it (assuming
the jni code starts including json-c and libcurl so it can handle
networking) I'll need a replacement for GSList. This is a start.
I'm seeing assertions when a game gets into a state I don't fully
understand: host receives messages that need a channelNo assigned but
the game's full. With luck they're duplicates and can be ignored,
because that's all I can do.
New classes implement custom alert and its view, where most of the logic
for putting up one button per tile, hiding and showing buttons based on
what's left, etc. lives. Rough, but works well until rotated, when gets
redrawn without spaces for the buttons that could come back.
Got a crash opening games where tile pick was on and first player was a
robot. Cause: non-robot player's tiles were being assigned before the
robot's, and the move stack didn't like the out-of-order assignments.
Now we assign tiles in order as before, but pause each time we find a
non-robot that needs to pick its own.
Make face-up tile picker util method return void and add mechanism for
passing in selected tiles asynchronously, as has been done recently with
the rest of the once-blocking util callbacks. Works perfectly in the gtk
case. Likely crashes in curses (if picking face-up option is on.) In
java all the callbacks are there but rather than put up a UI we pretend
the user says "pick 'em for me" each time. Putting up a UI is next.
Back in August I "fixed" timers running after the board was cleared but
didn't realize that util contexts were shared by snapshot
boards. Clearing those timers when the board's destroyed was stopping
timers for a visible board as well. So I added a boolean indicating
whether to clear timers. Ref counting or similar would be better, but a
lot of work given the concept isn't really in the common/ code at
all (outside of dicts...)
Continue conversion of alerts that required blocking the JNI thread. Now
board_commitTurn() takes a second boolean indicating whether phonies
found have been approved by user. Common code informs user, and if he
approves client code calls board_commitTurn() again. In case where
turn's lost there's no call to make back, but there's the undesirable
change that if a robot moves next its move will be reported on top of
the turn-lost alert. Ideally new alerts would appear under, not on top
of, those that have not yet been dismissed.
Next step in converting util_ methods that required blocking: blank tile
assignment. Now post a query and add a method that the client code can
call when the user's decided. Include enough state (col, row, and
playerNum) so that it's probably pretty safe.