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https://github.com/bryanthaboi/gen1recomp.git
synced 2026-08-16 16:21:30 +02:00
@@ -491,8 +491,16 @@ function Game:restartWithMods()
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require("src.core.HostShell").restart()
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end
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-- Releases reach Input even while a top state captures raw input: a
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-- swallowed key-up would strand a held-state flag for a key Input saw go
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-- down before the capture armed (the stuck-flag hazard Input:reset
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-- exists for). The top state only OBSERVES the release afterwards,
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-- unlike onKeyPressed above which owns the press, so BindingsMenu can
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-- commit a capture on the key-up (#589).
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function Game:keyreleased(key)
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Input:keyreleased(key)
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local top = self.stack and self.stack:top()
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if top and top.onKeyReleased then top:onKeyReleased(key) end
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end
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function Game:gamepadpressed(joystick, button)
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@@ -509,7 +517,10 @@ function Game:gamepadpressed(joystick, button)
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end
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function Game:gamepadreleased(joystick, button)
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-- same observe-after-Input contract as Game:keyreleased (#589)
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Input:gamepadreleased(joystick, button)
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local top = self.stack and self.stack:top()
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if top and top.onGamepadReleased then top:onGamepadReleased(button) end
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end
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function Game:gamepadaxis(joystick, axis, value)
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@@ -26,9 +26,30 @@ end
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-- ("Failed to initialize filesystem: already initialized") and the relaunch
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-- crashes. So on an AppImage we relaunch the executable; the fresh process's
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-- Boot step mounts any downloaded update exactly as a manual relaunch would.
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-- Android hits the same wall (#575): the vendored love.cpp loops runlove()
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-- in-process on "restart", and PHYSFS_deinit in the old Filesystem module's
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-- destructor fails ("files still open") whenever any physfs handle survives
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-- lua_close, so the second PHYSFS_init throws the same "already initialized"
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-- and the app dies. There we relaunch through the GameActivity.restartApp
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-- JNI bridge (love.system.restartApp), which schedules our launch intent
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-- and kills the process so no native state can leak into the fresh run.
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-- On every other platform the in-process restart works, so keep it.
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function HostShell.restart()
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if not (love and love.event and love.event.quit) then return end
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local osName = love.system and love.system.getOS and love.system.getOS()
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if osName == "Android" then
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-- restartApp kills the process on success, so a true return is never
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-- observed; false means the bridge could not schedule the relaunch.
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-- An older APK whose liblove predates the bridge (love.system.restartApp
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-- is nil) has no crash-free in-process restart, so quit to the OS
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-- cleanly and let the player relaunch by hand -- worse than restarting,
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-- but better than the guaranteed crash of quit("restart") (#575).
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if love.system.restartApp and love.system.restartApp() then return end
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love.event.quit()
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return
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end
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local appimage = os.getenv("APPIMAGE")
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if not appimage then
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love.event.quit("restart")
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