Starting with the release of Nougat there have been cases where the
board would not correctly redraw. It's been most evident when using the
hit feature many times in a row, with something going wrong every fifth
time or so (but not that consistently.) It's as if modifications of the
bitmap backing BoardCanvas were being done asynchronously and not
necessarily all completed when I blit the canvas to the screen via
canvas.drawBitmap(). (As evidence of this I confirmed that a tap on a
tile in the tray after a bad draw would cause the screen to correct
itself even though the only additional rendering was to the tray. So by
the time that second drawBitmap() call happened the bitmap data was
correct: all draws that hadn't completed earlier had done so by now.)
The fix is to call Bitmap.createBitmap(bitmap) and to use the copy as
the source of the canvas.drawBitmap() blit operation. I suspect that
createBitmap() waits for any pending draws into its source to complete
before making the copy. Regardless, if this hasn't fixed the problem
it's made it so rare that I'm not seeing it, and since I'm only doing
the copy on Nougat there's little risk in the change. And I can't detect
any problems coming from the considerable additional memory being used
and immediately marked available for gc.
Starting with the release of Nougat there have been cases where the
board would not correctly redraw. It's been most evident when using the
hit feature many times in a row, with something going wrong every fifth
time or so (but not that consistently.) It's as if modifications of the
bitmap backing BoardCanvas were being done asynchronously and not
necessarily all completed when I blit the canvas to the screen via
canvas.drawBitmap(). (As evidence of this I confirmed that a tap on a
tile in the tray after a bad draw would cause the screen to correct
itself even though the only additional rendering was to the tray. So by
the time that second drawBitmap() call happened the bitmap data was
correct: all draws that hadn't completed earlier had done so by now.)
The fix is to call Bitmap.createBitmap(bitmap) and to use the copy as
the source of the canvas.drawBitmap() blit operation. I suspect that
createBitmap() waits for any pending draws into its source to complete
before making the copy. Regardless, if this hasn't fixed the problem
it's made it so rare that I'm not seeing it, and since I'm only doing
the copy on Nougat there's little risk in the change. And I can't detect
any problems coming from the considerable additional memory being used
and immediately marked available for gc.
commented-out logging of drawCell, with flags; debug-build checks that
static rects passed to java draw code aren't being used by multiple
threads at once.
Current code is hitting the relay every 60 seconds, at least on
non-google-play installs like f-droid. Switch to using a backoff timer
that maxes out at once per hour. Eventually may want to not run the
timer at all when there aren't any unfinished relay games present.
Now sends and receives a single packet more often than not. Disabled for
non-DEBUG devices, and new permissions that are required are commented
out so I don't accidentally ship before the sdk-23 permissions stuff
makes additions less scary.
Disabled at compile time, and missing permissions required, but if
enabled is able to discover other devices running same app. Next: try to
open a socket.
Meant using NotificationCompat, dropping FloatMath, and changing a bunch
of build config stuff. Not done for gradle builds yet. Currently crashes
on a new install until you go into Apps/Crosswords/Permissions and turn
on the four "dangerous" ones it's using. Now the work is to check for
and request missing permissions on demand.
Crash occurs when creating new game: because there's no turn set yet the
jboolean has no set value (whatever was on the stack). Apparently the
java runtime accepts only 1 and 0 for jbooleans.
Crash occurs when creating new game: because there's no turn set yet the
jboolean has no set value (whatever was on the stack). Apparently the
java runtime accepts only 1 and 0 for jbooleans.
This completes moving to using traditional logging. At least to having
each file provide a TAG. Class rather than TAG is passed in, and format
strings are preferred to contatenation, but now adb can work with the
output.
There are some screen dimensions, especially with dual-pane mode, where
the board is just bit narrower than the screen. Rather than have narrow
white borders, allow the cells to take up the slack. The API takes an
upper bound on the ratio of width to height so things shouldn't get too
odd looking.
Running into a case where views haven't been added to the layout yet but
I'm searching there for their associated fragments. Fix to NPE stops a
crash, but intents still aren't being handled. I need to try to handle
them later, but am unsure when to start trying.
Too-clever double loop had an no-exit path. Now it's simpler: find a
fragment that can handle the intent, pop all fragments to its right
until it becomes top-most (there may be none), and then give it the
intent. Use of popBackStackImmediate() is required so old fragments are
gone before intent handling wants to create new ones.
Since display is now by whose turn it is and how recently there's been a
move in the game, the order can change on every save. So in the listener
for saves, redraw the group the saved game belongs to. The best way to
do this without flicker seems to be to mimic closing then re-expanding
the group, so that's what I'm doing.
Getting an NPE iterating over fragment/children of dualpane view
because, I think, committing them's been postponed. So add the iteration
as a Runnable to the same postponement mechanism. This may be wrong:
needs to be run for a while to see if it fixes the NPEs I'm seeing (on
opening an intent in the morning after the device has been idle all
night.)
Attempt to fix crashes happening when the occasional fragment
transaction happens before the OS is ready. Keep a boolean indicating
whether we're in that state, and when it's not set create a Runnable to
be run next time it is. Temporary Toast lets me know when it's working.
Attempt to fix crashes happening when the occasional fragment
transaction happens before the OS is ready. Keep a boolean indicating
whether we're in that state, and when it's not set create a Runnable to
be run next time it is. Temporary Toast lets me know when it's working.
Problem: brain-dead Android code (on 5.1.0 anyway) caches the
SectionIndexer separately from the ListAdapter that implements it, so
when you change the ListAdapter it keeps using the old one for its
SectionIndexer. Solution is to replace the ListView in the layout with a
FrameLayout into which a ListView is inserted at runtime on init and
whenever the data changes.
tweaks to BoardContainer and Toolbar to better position toolbar and
better hide/show it in tile exchange mode. The bar's still partially
offscreen sometimes on a 2.3.7 emulator but it's usable. Next I need to
try specifying the size of the bar rather than having it derive from the
size of the images it contains.
They crash on 2.3.7 at least, and don't seem to be required anyway. I
think the only reason I need to implement onMeasure() is because
BoardView expects to be called a certain way.
Correct or not, this is my solution to the circular problem of how to
choose a vertical or horizontal toolbar before beginning the layout of
the board and toolbar. Adding a new custom container that holds the
board, toolbar(s) and tile exchange buttons and uses the ratio of its
own dimensions to choose which toolbar to show. Also drive toolbar
initialization from the layout process because when started from
BoardDelegate it now tries to install button listeners too early.
Fix crash when game config opens dict download for result and nothing's
chosen. Was sending Activity.RESULT_OK in that case instead of
RESULT_CANCELED.
Docs and some logcat crash statements from the OS say I need no-args
constructors for fragments. So rework initialization and use bundling so
parent name doesn't have to be passed into the constructor. Seems to
work, and fixes the crash I was seeing (happened when sending an
invitation via SMS) but requires more testing.
Fixing a crash when a game offers both to create a rematch and to delete
itself because its opponent has been deleted. Deleting and then hitting
rematch would crash because the rematch alert referred to a dead
game. Now onStop() for delegates removes any pending alerts. In
dual-pane mode only since when there's an activity going away the alerts
go automatically.
Rather than have callers of getSummary() try JNIThread for the lock, do
that check inside getSummary(), and move it to GameUtils from DBUtils
since it's using higher-level knowledge now.
Add new parameterless setTitle() method on delegates, and call it when a
fragment is removed so the new right-most pane can restore a title that
makes sense. So far only board and gameconfig delegates implement this
new method.
Current GameLock implementation means you can't get a lock for an open
game, so try getting one from an existing JNIThread instance
first. Which is a hack that's start to appear in lots of places.... Also
fix so just in case we are unable to lock a game we drop the rematch
process rather than crash in an assert later. The test case: rematch a
solo game that's currently open in the right pane.