Solved ANR problems related to moving units long distances across the map
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44be2b6d67
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c807ee5098
3 changed files with 24 additions and 16 deletions
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@ -21,8 +21,8 @@ android {
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applicationId "com.unciv.game"
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minSdkVersion 14
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targetSdkVersion 26
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versionCode 167
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versionName "2.10.6"
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versionCode 168
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versionName "2.10.7"
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}
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buildTypes {
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release {
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@ -37,7 +37,7 @@ class TileMapHolder(internal val worldScreen: WorldScreen, internal val tileMap:
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for (tileInfo in tileMap.values) {
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val tileGroup = WorldTileGroup(tileInfo)
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tileGroup.onClick{onTileClicked(tileInfo, tileGroup)}
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tileGroup.onClick{ onTileClicked(tileInfo, tileGroup)}
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val positionalVector = HexMath().hex2WorldCoords(tileInfo.position)
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val groupSize = 50
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@ -95,7 +95,10 @@ class TileMapHolder(internal val worldScreen: WorldScreen, internal val tileMap:
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val selectedUnit = worldScreen.bottomBar.unitTable.selectedUnit
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if (selectedUnit != null && selectedUnit.getTile() != tileInfo
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&& selectedUnit.canMoveTo(tileInfo) && selectedUnit.movementAlgs().canReach(tileInfo)) {
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addMoveHereButtonToTile(selectedUnit, tileInfo, tileGroup)
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// this can take a long time, because of the unit-to-tile calculation needed, so we put it in a different thread
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kotlin.concurrent.thread {
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addMoveHereButtonToTile(selectedUnit, tileInfo, tileGroup)
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}
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}
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worldScreen.bottomBar.unitTable.tileSelected(tileInfo)
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@ -119,16 +122,21 @@ class TileMapHolder(internal val worldScreen: WorldScreen, internal val tileMap:
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if (selectedUnit.currentMovement > 0)
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moveHereButton.onClick {
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if (selectedUnit.movementAlgs().canReach(tileInfo)) {
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selectedUnit.movementAlgs().headTowards(tileInfo)
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if (selectedUnit.currentTile != tileInfo)
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selectedUnit.action = "moveTo " + tileInfo.position.x.toInt() + "," + tileInfo.position.y.toInt()
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}
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// this can take a long time, because of the unit-to-tile calculation needed, so we put it in a different thread
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kotlin.concurrent.thread {
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if (selectedUnit.movementAlgs().canReach(tileInfo)) {
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selectedUnit.movementAlgs().headTowards(tileInfo)
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if (selectedUnit.currentTile != tileInfo)
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selectedUnit.action = "moveTo " + tileInfo.position.x.toInt() + "," + tileInfo.position.y.toInt()
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}
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worldScreen.update()
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moveToOverlay!!.remove()
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moveToOverlay = null
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// we don't update it directly because we're on a different thread; instead, we tell it to update itself
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worldScreen.shouldUpdate = true
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moveToOverlay!!.remove()
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moveToOverlay = null
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}
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}
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else moveHereButton.color.a = 0.5f
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addOverlayOnTileGroup(tileGroup, moveHereButton).apply { width = size; height = size }
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moveHereButton.y += tileGroup.height
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@ -237,7 +237,7 @@ class WorldScreen : CameraStageBaseScreen() {
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// but the main thread does other stuff, including showing tutorials which guess what? Changes the game data
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// BOOM! Exception!
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// That's why this needs to be after the game is saved.
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shouldUpdateBecauseOfNewTurn=true
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shouldUpdate=true
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nextTurnButton.setText("Next turn".tr())
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Gdx.input.inputProcessor = stage
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@ -256,9 +256,9 @@ class WorldScreen : CameraStageBaseScreen() {
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}
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}
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private var shouldUpdateBecauseOfNewTurn=false
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var shouldUpdate=false
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override fun render(delta: Float) {
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if(shouldUpdateBecauseOfNewTurn){ // This is so that updates happen in the MAIN THREAD, where there is a GL Context,
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if(shouldUpdate){ // This is so that updates happen in the MAIN THREAD, where there is a GL Context,
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// otherwise images will not load properly!
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update()
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@ -285,7 +285,7 @@ class WorldScreen : CameraStageBaseScreen() {
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if(civInfo.tech.getUniques().contains("Enables embarkation for land units"))
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displayTutorials("CanEmbark")
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shouldUpdateBecauseOfNewTurn=false
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shouldUpdate=false
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}
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super.render(delta)
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}
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