v0.8.0: fixed thread issues caused by actor thread now being ended

This commit is contained in:
Evan Debenham 2019-11-15 18:33:13 -05:00
parent c68f27c774
commit 1d7bf8cfc9

View File

@ -506,7 +506,7 @@ public class GameScene extends PixelScene {
}
public static void endActorThread(){
if (actorThread.isAlive()){
if (actorThread != null && actorThread.isAlive()){
Actor.keepActorThreadAlive = false;
actorThread.interrupt();
}
@ -523,12 +523,7 @@ public class GameScene extends PixelScene {
}
}
private static final Thread actorThread = new Thread() {
@Override
public void run() {
Actor.process();
}
};
private static Thread actorThread;
//sometimes UI changes can be prompted by the actor thread.
// We queue any removed element destruction, rather than destroying them in the actor thread.
@ -545,13 +540,22 @@ public class GameScene extends PixelScene {
if (!freezeEmitters) water.offset( 0, -5 * Game.elapsed );
if (!Actor.processing() && Dungeon.hero.isAlive()) {
if (!actorThread.isAlive()) {
if (actorThread == null || !actorThread.isAlive()) {
actorThread = new Thread() {
@Override
public void run() {
Actor.process();
}
};
//if cpu cores are limited, game should prefer drawing the current frame
if (Runtime.getRuntime().availableProcessors() == 1) {
actorThread.setPriority(Thread.NORM_PRIORITY - 1);
}
actorThread.setName("SHPD Actor Thread");
Thread.currentThread().setName("SHPD Render Thread");
Actor.keepActorThreadAlive = true;
actorThread.start();
} else {
synchronized (actorThread) {