- Unfortunately, have to revert r34731 - breaks mobile Forge (at least when running on desktop, e.g. for debugging purposes, but quite possibly on Android itself as well) and does not allow to cast anything from hand at all, making the single click on a card function as a selection (but not allowing to actually cast the spell).

This commit is contained in:
Agetian
2017-07-13 20:08:47 +00:00
parent 03f636a726
commit ea4f8b67f2
3 changed files with 11 additions and 55 deletions

View File

@@ -20,10 +20,8 @@ public class ThreadUtil {
}
}
// Use a single game thread, rather than a pool of them, because when something
// needs to execute on the game thread, it's because it's not thread safe.
private final static ExecutorService gameThread = Executors.newSingleThreadExecutor(new WorkerThreadFactory("Game"));
private static ExecutorService getGameThreadPool() { return gameThread; }
private final static ExecutorService gameThreadPool = Executors.newCachedThreadPool(new WorkerThreadFactory("Game"));
private static ExecutorService getGameThreadPool() { return gameThreadPool; }
private final static ScheduledExecutorService scheduledPool = Executors.newScheduledThreadPool(2, new WorkerThreadFactory("Delayed"));
private static ScheduledExecutorService getScheduledPool() { return scheduledPool; }

View File

@@ -17,7 +17,6 @@
*/
package forge.game;
import com.google.common.base.Function;
import com.google.common.base.Predicate;
import com.google.common.collect.ArrayListMultimap;
import com.google.common.collect.Iterables;
@@ -77,7 +76,6 @@ import java.util.List;
import java.util.Map;
import java.util.Map.Entry;
import java.util.Set;
import java.util.concurrent.Callable;
/**
* Methods for common actions performed during a game.
@@ -1746,17 +1744,8 @@ public class GameAction {
// state effects are checked only when someone gets priority
}
private Function<Runnable, Void> invokeFunction;
public synchronized void setInvokeFunction(Function<Runnable, Void> invokeFunction) {
this.invokeFunction = invokeFunction;
}
// Invokes given runnable on the Game thread - used to start game and perform actions from UI when waiting for input.
public synchronized void invoke(final Runnable proc) {
if (invokeFunction != null) {
invokeFunction.apply(proc);
return;
}
// Invokes given runnable in Game thread pool - used to start game and perform actions from UI (when game-0 waits for input)
public void invoke(final Runnable proc) {
if (ThreadUtil.isGameThread()) {
proc.run();
}

View File

@@ -1,34 +1,25 @@
package forge.match.input;
import java.util.concurrent.LinkedBlockingDeque;
import java.util.concurrent.CountDownLatch;
import com.google.common.base.Function;
import forge.FThreads;
import forge.error.BugReporter;
import forge.player.PlayerControllerHuman;
import forge.util.ThreadUtil;
public abstract class InputSyncronizedBase extends InputBase implements InputSynchronized {
private static final long serialVersionUID = 8756177361251703052L;
private static final Runnable terminationMarker = new Runnable() { public void run() { } };
// The gameTaskQueue indicates tasks to run while blocked on the game. To stop, add terminationMarker (as null is
// not allowed).
private LinkedBlockingDeque<Runnable> gameTaskQueue = new LinkedBlockingDeque<Runnable>();
private final CountDownLatch cdlDone;
public InputSyncronizedBase(final PlayerControllerHuman controller) {
super(controller);
cdlDone = new CountDownLatch(1);
}
@Override
public void awaitLatchRelease() {
FThreads.assertExecutedByEdt(false);
try {
Runnable r = gameTaskQueue.take();
while (r != terminationMarker) {
r.run();
r = gameTaskQueue.take();
}
try{
cdlDone.await();
} catch (final InterruptedException e) {
BugReporter.reportException(e);
}
@@ -36,34 +27,12 @@ public abstract class InputSyncronizedBase extends InputBase implements InputSyn
@Override
public final void relaseLatchWhenGameIsOver() {
gameTaskQueue.add(terminationMarker);
cdlDone.countDown();
}
public void showAndWait() {
final boolean isGameThread = ThreadUtil.isGameThread();
if (isGameThread) {
// If we're on the game thread, redirect the "run on game thread" function to instead go through us.
getController().getGame().getAction().setInvokeFunction(new Function<Runnable, Void>() {
public Void apply(Runnable r) {
gameTaskQueue.add(r);
return null;
}
});
}
getController().getInputQueue().setInput(this);
awaitLatchRelease();
if (isGameThread) {
// Reset the invoke function to null.
getController().getGame().getAction().setInvokeFunction(null);
// There's a race that a new task may be queued up before we've reset the invoke function.
// To handle this, schedule any remaining tasks normally.
for (Runnable r : gameTaskQueue) {
getController().getGame().getAction().invoke(r);
}
}
}
protected final void stop() {
@@ -81,7 +50,7 @@ public abstract class InputSyncronizedBase extends InputBase implements InputSyn
if (getController().getInputQueue().getInput() != null) {
getController().getInputQueue().removeInput(InputSyncronizedBase.this);
}
gameTaskQueue.add(terminationMarker);
cdlDone.countDown();
}
protected void onStop() { }