mirror of
https://github.com/bryanthaboi/gen1recomp.git
synced 2026-08-27 08:51:27 +02:00
fix(mobile): in-process launcher return for Android and iOS
Stop joining ChipAudio on every EXIT GAME, always rebuild the Gen1 Game module on Play-again, and treat iOS like Android for return-to-launcher so release/mobile LOVE restarts no longer wipe Game.load or crash on quit.
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@@ -109,9 +109,35 @@ do
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-- Mimic a shared net module parked on the singleton (handle-style release).
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Game.net = { release = function(id) end }
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SessionLifecycle.endGameSession(Game)
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check(package.loaded["src.core.Game"] == nil,
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"endGameSession drops the Gen1 Game module cache")
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local again = require("src.core.Game")
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check(type(again.load) == "function",
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check(type(rawget(again, "load")) == "function",
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"Play-again can call Game:load after endGameSession")
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check(again ~= Game, "Play-again gets a fresh Gen1 Game module table")
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end
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-- 7. endGameSession must not join the ChipAudio worker (process-tier only).
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-- Joining on every EXIT GAME correlates with release-APK Game.load nil
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-- when reopening a version already played this process.
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do
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local SessionLifecycle = require("src.core.SessionLifecycle")
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local ChipAudio = require("src.core.ChipAudio")
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local shutdownCalls, stopCalls = 0, 0
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local origShutdown, origStop = ChipAudio.shutdown, ChipAudio.stopMusic
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ChipAudio.shutdown = function(...)
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shutdownCalls = shutdownCalls + 1
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return origShutdown(...)
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end
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ChipAudio.stopMusic = function(...)
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stopCalls = stopCalls + 1
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return origStop(...)
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end
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local game = { reset = function() end, load = function() end }
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SessionLifecycle.endGameSession(game)
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ChipAudio.shutdown, ChipAudio.stopMusic = origShutdown, origStop
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eq(shutdownCalls, 0, "endGameSession does not ChipAudio.shutdown")
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check(stopCalls >= 1, "endGameSession stops chip music (Music.stop and/or stopMusic)")
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end
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T.finish("android_exit_to_launcher_test")
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@@ -4,7 +4,10 @@
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-- The fix prefers the love.system.restartApp JNI bridge (which kills the
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-- process, so a true return is never observed live) and, on an old APK
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-- whose liblove lacks the bridge, falls back to a CLEAN quit with no
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-- argument. Desktop keeps the in-process quit("restart").
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-- argument. iOS has no restartApp bridge and love.cpp forces DONE_RESTART
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-- for every quit; HostShell.restart must still refuse quit("restart") so a
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-- leftover caller does not pick the worker-join + native-restart path that
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-- crashes EXIT GAME. Desktop keeps the in-process quit("restart").
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-- luajit tests/engine/host_restart_android_bug575.lua
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package.path = "./?.lua;./?/init.lua;" .. package.path
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@@ -48,12 +51,18 @@ HostShell.restart()
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eq(#quits, 2, "a bridge-less APK quits cleanly instead of crashing")
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eq(quits[2].n, 0, "again with no restart argument")
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-- iOS: no process-kill bridge; never quit("restart")
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osName = "iOS"
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HostShell.restart()
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eq(#quits, 3, "iOS HostShell.restart still quits once")
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eq(quits[3].n, 0, "iOS uses a bare quit(), never quit(\"restart\")")
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-- desktop (no AppImage in a test environment) keeps the in-process restart
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if not os.getenv("APPIMAGE") then
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osName = "OS X"
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HostShell.restart()
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eq(quits[3] and quits[3].arg, "restart",
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"non-Android still restarts in-process")
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eq(quits[4] and quits[4].arg, "restart",
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"non-mobile still restarts in-process")
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end
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T.finish("host_restart_android_bug575")
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@@ -64,12 +64,17 @@ do
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Game.linkFetch = {
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release = function(id) jobs[id] = nil end,
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}
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local before = Game
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SessionLifecycle.endGameSession(Game)
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check(type(Game.load) == "function",
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"endGameSession leaves Game.load intact for the next bootGame")
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check(package.loaded["src.core.Game"] == Game
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or type((package.loaded["src.core.Game"] or {}).load) == "function",
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"Gen1 Game module remains require-able after endGameSession")
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check(type(before.load) == "function",
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"endGameSession reset leaves methods on the old table")
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check(package.loaded["src.core.Game"] == nil,
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"endGameSession drops Gen1 Game from package.loaded")
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local again = require("src.core.Game")
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check(type(rawget(again, "load")) == "function",
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"require rebuilds a bootable Gen1 Game after endGameSession")
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check(again ~= before, "Play-again uses a fresh Gen1 Game module table")
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Game = again
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end
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-- ---- Game2:reset releases world GPU and present canvases ------------------
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@@ -197,6 +197,16 @@ check(source("src/update/Check.lua"):find("registerProcessShutdown(Check.shutdow
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check(source("src/net/Fetch.lua"):find("registerProcessShutdown(Fetch.shutdown)", 1, true) ~= nil,
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"Fetch registers its shutdown hook at load")
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-- iOS EXIT GAME must share Android's in-process returnToLauncher: love.cpp
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-- under LOVE_IOS forces DONE_RESTART for every quit and warns that leftover
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-- threads make that restart unreliable (ChipAudio / Fetch / Check).
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check(quitHook:find('osName == "Android" or osName == "iOS"', 1, true) ~= nil,
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"love.quit treats Android and iOS as in-process return platforms")
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check(quitHook:find("inProcessReturn", 1, true) ~= nil,
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"love.quit gates returnToLauncher on inProcessReturn")
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check(quitHook:find('require("src.core.HostShell").restart()', 1, true) ~= nil,
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"desktop return-to-launcher still reaches HostShell.restart")
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-- The Android half: LOVE keeps the JVM process after the native main returns,
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-- so the quit event exits the process outright. It has to sit after the
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-- love.quit() veto test, or the editor's abort-quit path would die on a quit
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