Probably breaks curses build, but for gtk and Android
turn move and trade confirmation into a two-step process, making
board_commitTurn() non-interactive when called with a second
parameter. The old blocking util methods now return void and it's up to
the client code to interact (on the main thread) then re-call
board_commitTurn() if appropriate.
First attempt to stop blocking the jni thread: instead of returning a
password from a util_ method, have it include enough state that the UI
can return, put up a dialog, and then pass that state and the password
back and have them matched up again. I think this will work for the
remaining blocking Alerts too.
Idea is to have the games list stay in sync, but in fact it stays one
move behind, at least in a typical standalone human-vs-robot game. So
this is incomplete.
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.
count them, and do so based on new msgNo passed from comms that's
concatenation of channelNo and msgID so that duplicates (over multiple
transports) aren't counted twice.
side translate that into showing the sender's name in
notification. Not yet done: replacing silly "not me" in chat listing
with same, but now it should be easy.
what's going on when multiple participants in a single game are on the
same device. But for a couple of strings passed into the jni the
changes are only in DEBUG code.
needs to save it there on receipt of an invitation (doesn't create
full game with comms until later.) Passes discon2 tests and seems to
work on a single Android device. (Haven't tested inviting on Android
yet.)
An invitation works with relay and (fake) SMS on, and the invited
client connects successfully using both (the second to arrive being
correctly identified as a dupe.) While the game can be played after,
only SMS messages are being received. And opening a saved game
crashes.
Works for large numbers of relay games in test, but will not yet
actually hold more than one value. Should be safe to merge to main
branch once stream upgrade is verified.
devid you tossed your relayID and reregistered. Which meant any
existing messages meant for your relayID were orphaned, and any open
games didn't know who they belonged to until you reconnected to them
with your new relayID. So: modify the UDP protocol (though not on
Android yet) to include both relayID and devid with registration, with
one or the other an empty string if not present or not changed from
earlier. I can't fix existing clients that are dropping their
relayIDs, but when one does a re-connect without a relayID I can look
it up from the existing game record, then reuse it rather than issue a
new one. Better than nothing -- and that protocol will be obsolete
soon anyway.
Conflicts:
xwords4/android/XWords4/src/org/eehouse/android/xw4/DlgDelegate.java
xwords4/common/comms.c
xwords4/linux/cursesmain.c
xwords4/linux/cursesmain.h
xwords4/linux/gtkmain.c
xwords4/linux/gtkmain.h
xwords4/linux/linuxmain.c
xwords4/linux/main.h
xwords4/linux/scripts/discon_ok2.sh
xwords4/relay/xwrelay.cpp
(Note: The curses app crashes on exit with mempool assertions, but that's a problem before the merge.)