v0.6.0a: further improvements/fixes to threading logic
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0697268a73
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@ -179,21 +179,24 @@ public abstract class Actor implements Bundlable {
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boolean interrupted = false;
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do {
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now = Float.MAX_VALUE;
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current = null;
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for (Actor actor : all) {
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current = null;
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if (!interrupted) {
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now = Float.MAX_VALUE;
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//some actors will always go before others if time is equal.
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if (actor.time < now ||
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actor.time == now && (current == null || actor.actPriority < current.actPriority)) {
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now = actor.time;
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current = actor;
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for (Actor actor : all) {
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//some actors will always go before others if time is equal.
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if (actor.time < now ||
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actor.time == now && (current == null || actor.actPriority < current.actPriority)) {
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now = actor.time;
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current = actor;
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}
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}
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}
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if (!interrupted && current != null) {
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if (current != null) {
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Actor acting = current;
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@ -228,6 +231,7 @@ public abstract class Actor implements Bundlable {
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synchronized (Thread.currentThread()) {
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synchronized (GameScene.class){
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//signals to the gamescene that actor processing is finished for now
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GameScene.class.notify();
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}
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try {
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@ -416,11 +416,10 @@ public class GameScene extends PixelScene {
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//tell the actor thread to finish, then wait for it to complete any actions it may be doing.
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if (actorThread.isAlive()){
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synchronized (actorThread) {
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actorThread.interrupt();
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}
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synchronized (GameScene.class){
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if (actorThread.getState() != Thread.State.WAITING) {
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synchronized (actorThread) {
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actorThread.interrupt();
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}
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try {
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GameScene.class.wait(5000);
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} catch (InterruptedException e) {
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@ -432,7 +431,6 @@ public class GameScene extends PixelScene {
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t.setStackTrace(actorThread.getStackTrace());
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throw new RuntimeException("timeout waiting for actor thread! ", t);
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}
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}
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}
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}
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}
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