CLOSES #575, CLOSES #578, CLOSES #584, CLOSES #589

This commit is contained in:
bryanthaboi
2026-08-01 12:56:13 -04:00
parent ca1beaefe7
commit 2009df3dd1
17 changed files with 819 additions and 54 deletions
+21
View File
@@ -26,9 +26,30 @@ end
-- ("Failed to initialize filesystem: already initialized") and the relaunch
-- crashes. So on an AppImage we relaunch the executable; the fresh process's
-- Boot step mounts any downloaded update exactly as a manual relaunch would.
-- Android hits the same wall (#575): the vendored love.cpp loops runlove()
-- in-process on "restart", and PHYSFS_deinit in the old Filesystem module's
-- destructor fails ("files still open") whenever any physfs handle survives
-- lua_close, so the second PHYSFS_init throws the same "already initialized"
-- and the app dies. There we relaunch through the GameActivity.restartApp
-- JNI bridge (love.system.restartApp), which schedules our launch intent
-- and kills the process so no native state can leak into the fresh run.
-- On every other platform the in-process restart works, so keep it.
function HostShell.restart()
if not (love and love.event and love.event.quit) then return end
local osName = love.system and love.system.getOS and love.system.getOS()
if osName == "Android" then
-- restartApp kills the process on success, so a true return is never
-- observed; false means the bridge could not schedule the relaunch.
-- An older APK whose liblove predates the bridge (love.system.restartApp
-- is nil) has no crash-free in-process restart, so quit to the OS
-- cleanly and let the player relaunch by hand -- worse than restarting,
-- but better than the guaranteed crash of quit("restart") (#575).
if love.system.restartApp and love.system.restartApp() then return end
love.event.quit()
return
end
local appimage = os.getenv("APPIMAGE")
if not appimage then
love.event.quit("restart")