env for that thread to fix occasional assertion failure that indicated
I was using the wrong env occasionally. I'm not super confident in
this because I've seen the env for a thread change, but that could be
due to reuse of the thread id.
to use register with the GCM id on next [re]connect; and to not leave
variable unintialized when unable to call into java world due to being
called without context.
dict, give chance to switch, and to download if required. Because of
the way the JNI thread works, and JNI's requirement in general that
env instances match up (e.g. dicts must be destroyed in the same
thread that creates them), substituting into a live game is too hard.
So the game's saved with its new dict and then reloaded.
used by server. Clients need to care if e.g. the server's disallowing
phonies based on its dict. Can only be sent if client is of latest
version. In that case, common code calls into new util function. In
future changes, BoardActivity's implemention of the callback will need
to check if the server's choice of dict is available, and if not offer
to download it. Once it's available, will want to install it.
used by server. Clients need to care if e.g. the server's disallowing
phonies based on its dict. Can only be sent if client is of latest
version. In that case, common code calls into new util function. In
future changes, BoardActivity's implemention of the callback will need
to check if the server's choice of dict is available, and if not offer
to download it. Once it's available, will want to install it.
NewGameActivity and from BoardActivity when the new notifyMissing
method gets called. Works as before called from NewGameActivity but
BoardActivity crashes on iterating over list of devices returned.
to enable it for a game yet). In common code, break pick tile utils
method in two, one for blank and the other for tray tiles. In java,
implement dialog for picking the tiles. Works, though is a bit clumsy
to have the dialog come and go after every pick. Better would be a
dialog that stays up and accumulates picks -- but it'd have to know to
reduce the set of tile choices as letters are chosen. This'll do for
now.
played that include that tile and pass to new util_cellSquareHeld()
method. In java implementation of that method, use existing lookup
activity code to display list of words. Enabled on the C side by a
compile-time flag in case it has problems. Right now the time spent
saving a game before launching the lookup activity, and reloading it
after, is pretty apparent, but that's in emulator which is slow.