On each open, increment a counter. And if we're able to close without a
crash intervening, decrement. Once we're trying to open with a non-0
counter we have a bad game. Open only after warning the user.
Yikes. I used to assert, in nextTurn(), that you were in the right
state. On release builds that went away, and you were moved into the
right state regardless. The bug happened when I changed that to exit
nextTurn() without changing the state, meaning that for PHONIES_DISALLOW
the host filled up its message queue trying to communicate that the
latest move was ok, never getting out of the state that required sending
that message. The fix is simply to change the state after sending and,
guest-side, after receiving, that message.
The lock was leaking when sometimes the OS would call onStop() without
isFinishing() being true, then never use the fragment again. And never
call onDestroy(). Releasing the lock in onStop and regetting it in
onResume seems to fix, but this needs some testing and time.
The problem appears to be that the new <vector/> .xml drawable has a
greater height for purposes of layout. Specifying dimensions seems to be
the way to go, though devices may vary.
I don't know why, but in my tests the relay seems to be delivering
messages to the wrong device. The linux device detects this. It used to
assert, but now just drops the message. If this is happening on Android
it might be why I'm seeing crashes...
The problem appears to be that the new <vector/> .xml drawable has a
greater height for purposes of layout. Specifying dimensions seems to be
the way to go, though devices may vary.
reverse change in 19fa3fce05 (April 4
2019) making MainActivity singleTask, which caused starting the app to
launch the gamesList screen rather than the game that had been open when
it was moved to background. Now it's "standard," and I have to hope that
doesn't produce new problems. As I wrote back then, we'll see. More
quickly I hope.