Logic error meant it was never sent. Now always send on receipt of a
well-formed invitation, even if e.g. the recipient's missing a wordlist
and the game can't be started immediately.
Had inadventently changed how NetLaunchInfo was transmitted, and crashed
on receiving from older builds. Fix to not crash, and then fix to send
and recieve in the old format.
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.
My linux sms hack used inotify and didn't check for messages that were
there when the app launched. Replace inotify with a simple glib periodic
timer. A bit of latency mimics SMS better anyway. Update test script to
support SMS, and add params to and otherwise fix linux client so
everything works.
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
A number of jni calls were "stateless", which meant they allocated their
own vtmgr and mpool instances each time invoked. Instead invoke them
with the global jni closure and add to it vtmgr (already has mpool) and
use these instead of allocating/freeing each time. To make sure no race
conditions are introduced (mpool, though debug-only, is probably not
thread-safe), guard these new uses with an in-use flag. If that fires
I'll need a mutex or something.
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.
Somehow I got a wordlist into a location different from what was
recorded in the DB table and since the delete command matched on
location as well as name it was never deleted (which meant the checksum
was never updated and so upgrading never seemed to succeed.) Removing
the match on location fixed that problem, and since I don't see any harm
in cacheing only one version of a wordlist will simply leave it that
way.
Did a bunch of cleanup as well.
I'm seeing several IllegalStateException crashes due to e.g. having an
alert posted when app's in the background. Need to fix them, but the
debug build crashing isn't helpful. Log.e() instead.
The pesky thing is back. When app's in the background with an
unconnected game open displaying the "resend/wait" alert and the game
connects get IllegalStateException because the fragment stack's being
modified after onSaveInstanceState() (or, because the dialog fragment,
saved as an instance variable in BoardDelegate, dates from an earlier
state. Anyway, catching and dropping the exception and elsewhere failing
silently to rebuild the alert seems to fix the problem, but the right
fix is likely different. I suspect hanging onto that iVar is wrong, and
that the dialog should go away when onStop() is called and then be
rebuilt later from saved state. But for now, not crashing is good.
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.
Stuff I'm doing with invitation resends is making the relay loop
inifintely. Let's assert a small loop count instead: better to crash and
restart than loop forever unable to process requests.
Remove a bunch of duplicated code, replacing with implementation in
XWService. Fixes duplicate invitation and game opening policies being
slightly different.
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.
Try some funky layout shite to get, within a horizontal linear layout,
the first text field trucated if necessary so that the second (holding
the score) can be fully displayed. Tested on exactly one emulator so
far.
Try some funky layout shite to get, within a horizontal linear layout,
the first text field trucated if necessary so that the second (holding
the score) can be fully displayed. Tested on exactly one emulator so
far.
I think there's a bug in Weblate because I've seen this before: where
the English provides only an <other> the translation comes back with
only a <one>. That's wrong. Try adding a <one> in the English case to
see if that makes a difference.
I think there's a bug in Weblate because I've seen this before: where
the English provides only an <other> the translation comes back with
only a <one>. That's wrong. Try adding a <one> in the English case to
see if that makes a difference.
Otherwise it takes too long to scroll if you have hundreds of
games. To make this work had to move scroller to left side of games
list display as otherwise the scroller steals events from the expander
thingies.
Likely because of something in the jni world unset per-player dict name
is empty string rather than null, so test for that too. Fixes dicts
popup in newly-created game have an empty first line " (in use)".
I like this better than the previous fix: rather than share a
thread->env map with the game world allocate a new one for each
iterator. This could cause problem if the iterator is used on threads
that don't currently call map_thread(), or if there are callbacks that
need to look up the env that I'm not aware of. Needs testing...
Stumbled on a NPE opening up the wordlist browser configuring the first
game on a new install. So now test for null there and init early if
necessary. Seems to work, and won't do anything in places were not
needed.
Remake the min and max spinners every time either value changes so they
can't be used to set nonsensical values. (Which leads to immediate
crashes.) I'm sure this wasn't always a problem, but...
As reported to google, dict iterator destruction was crashing due to a
race condition if it happened after a game using the same dict had been
closed since it needed a mapped env that the game closure would
remove. Fixed in two ways, one by adding the mapping prior to the code
that uses it (a common pattern: add happens many times, whenver it might
be needed, but remove only once), and second by passing env into the
code that was crashing.
The mapping stuff remains inherently racy and I'm not sure now how to
fix that. It depends on there being a place to unmap after which it's
guaranteed the mapped value won't be needed again. When two
objects (game and dict_iter in this case) map the same env/thread combo
there's a race.
Looks like the assertion was left in when adding support for dual-pane
mode, as all other onPosButton() implementations called super rather
than assert. Which this one does now too.
Getting ANRs because (I think) the main thread's waiting for the write
thread to die and now the write thread's doing a ton of work
sometimes. So move the threads into a standalone object that can be
allowed to die on its own time without anybody waiting.
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.
Having reconfigured to use non-existent relay port as a test of falling
back to the web apis, tweak stuff: send the packets that have been
accumulated when an EOQ is found (rather than dropping all of them
immediately) before exiting the write thread; and start the threads up
when posting a packet in case they aren't (they may not be when the post
happens via timer firing.)
Seemed to be causing ANRs. Integrate instead into outgoing message queue
by using poll(timeout) then checking for unack'd packets every time
through the loop (but not more than once/3 seconds or so.)
Presence of timestamp instead of a boolean determines whether packet
should next via Web. Timestamps might also allow to process a larger
number of unacked packets in a single timer fire....
Track ack'd and unack'd packets. When there are ten more of the latter,
skip the UDP-send step. This is probably not the algorithm I'll settle
on (an explicit PING to the relay over UDP might be simpler), but it's
simple and easy.
Send each packet via UDP if that's thought to be working (always is,
now) and start a 10-second timer. If it hasn't been ack'd by then,
resend via Web API. Tested by configuring to use a UDP socket that the
relay isn't listening on. Only problem is that the backoff timers are
broken: never stops sending every few seconds.
The plan's to use the native relay protocol first, then to fall back to
the slower but more reliable (esp. on paranoid/block-everything wifi
networks) webAPI. This is the name change without behavior
change (except that the native kill() to report deleted games is gone.)
When grouping to allow multiple packets per outbound API call I forgot
that some are there to mark the end-of-queue: can't be sent! Trying
caused a NPE. Now if any EOQ is found in the queue that batch is dropped
and the thread's exited.
AddrInfo now has ref()/unref() and keeps a global socket->refcount map
(since actual AddrInfo instances come and go.) When the
count drops to 0, the existing CloseSocket() method is called. This
seems to fix a bunch of race conditions that had a socket being closed
and reused while old code was still expecting to write to the device
attached to the socket the first time (along with lots of calls to close()
already-closed sockets, attempts to write() to closed sockets, etc.)
Use of mutex logging recurses infinitely if config uses mlock, so remove
that. And don't free sockets after handling their messages as they may
be in use elsewhere. This likely introduces a leak of sockets.
Haven't seen it happen, but I think there was a bug that could have led
to all the sockets coming back as ready from poll() being dropped. Fixed
that and added/cleaned up some logging.
translate the most-used features of my too-big-for-bash script into python3,
which is clearly much better suited. Tried to keep the structure and variable
names intact so that diff has a chance of showing something, but when a class
replaces a bunch of arrays that were being kept in sync there's only so much
you can to. Currently doesn't support stuff like app upgrades and switching
from tcp to udp, but those should be relatively easy to bring over from the
.sh when/if I need them.
translate the most-used features of my too-big-for-bash script into python3,
which is clearly much better suited. Tried to keep the structure and variable
names intact so that diff has a chance of showing something, but when a class
replaces a bunch of arrays that were being kept in sync there's only so much
you can to. Currently doesn't support stuff like app upgrades and switching
from tcp to udp, but those should be relatively easy to bring over from the
.sh when/if I need them.
I'm not quite sure why it was firing, but the pattern of a FindGame
failing due to a race condition and requiring a retry exists elsewhere
in the code. Lots of tests pass once this change is made. :-)
The hack I came up with for storing them in memory isn't working. Even
if it's just that I don't understand C++ maps they need to be cleared
when the DB's wiped (my favorite test these days) and I don't want to
spend the time now.