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https://github.com/bryanthaboi/gen1recomp.git
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Merge pull request #1808 from 1Jamie/fix/mobile-lc
fix(mobile): in-process launcher return for Android and iOS
This commit is contained in:
@@ -384,12 +384,14 @@ function bootGame(version, cartId)
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Game = require("src.core.Game2").new()
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Game:load()
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else
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-- Gen1 Game is a module singleton. In-process EXIT GAME resets it in
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-- place; if a prior teardown left load missing, rebuild from source.
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-- Gen1 Game is a module singleton. Always re-require after in-process
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-- EXIT GAME so a prior session cannot leave a table whose rawget(load)
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-- is nil (release Android: bootGame then dies with load-a-nil-value).
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-- rawget: type(mod.load) can lie via __index and skip a rebuild.
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package.loaded["src.core.Game"] = nil
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local gameMod = require("src.core.Game")
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if type(gameMod.load) ~= "function" then
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package.loaded["src.core.Game"] = nil
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gameMod = require("src.core.Game")
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if type(rawget(gameMod, "load")) ~= "function" then
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error("src.core.Game missing load after reload")
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end
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Game = gameMod
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Game:load()
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@@ -1125,15 +1127,23 @@ function love.quit()
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-- docs/modding.md's core.quit_to_launcher entry) may veto returning to
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-- this Lua launcher via that hook. Vanilla behavior (used when no mod
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-- claims the hook) is exactly the condition below.
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local isAndroid = (love.system and love.system.getOS and love.system.getOS() == "Android")
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--
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-- Android and iOS both tear down LOVE in-process rather than
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-- love.event.quit("restart"): Android's vendored love.cpp PHYSFS-crashes
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-- on a second init (#575), and iOS's love.cpp forces DONE_RESTART for
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-- every quit while warning that leftover threads make that unreliable.
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-- SessionLifecycle workers (ChipAudio / Fetch / Check) make that warning
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-- real -- endProcess joins them, then the native restart still blows up.
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local osName = love.system and love.system.getOS and love.system.getOS()
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local inProcessReturn = (osName == "Android" or osName == "iOS")
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local wouldReturnToLauncher = PlatformHooks.quitToLauncher(function()
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return Game and not Importer and not quitToLauncher and not scripted
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and (isAndroid or not launchedIntoGame)
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and (inProcessReturn or not launchedIntoGame)
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end)
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if wouldReturnToLauncher then
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if isAndroid then
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if inProcessReturn then
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returnToLauncher()
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return true -- abort this quit; the restart lands back in the launcher
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return true -- abort this quit; stay in the same LOVE run
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end
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quitToLauncher = true
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-- Tell the fresh boot to ignore any boot-straight-into-a-game option this
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@@ -106,6 +106,13 @@ if [ -n "$TEST_APPLICATION_ID" ]; then
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APPLICATION_ID="$TEST_APPLICATION_ID"
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APP_NAME="$APP_NAME (test)"
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fi
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# Optional overrides for side-by-side test APKs (never used by CI shipping builds).
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if [ -n "${GEN1RECOMP_ANDROID_APPLICATION_ID:-}" ]; then
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APPLICATION_ID="$GEN1RECOMP_ANDROID_APPLICATION_ID"
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fi
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if [ -n "${GEN1RECOMP_ANDROID_APP_NAME:-}" ]; then
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APP_NAME="$GEN1RECOMP_ANDROID_APP_NAME"
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fi
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# --------------------------------------------------------------- preconditions
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if [ ! -f "$ANDROID_DIR/settings.gradle" ] || [ ! -f "$ANDROID_DIR/gradlew" ]; then
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+17
-1
@@ -158,7 +158,15 @@ end
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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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-- iOS is the same class of problem with a sharper edge: love.cpp under
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-- LOVE_IOS forces DONE_RESTART for *every* quit (Apple forbids programmatic
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-- exit) and comments that leftover threads make that restart unreliable --
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-- which our ChipAudio / Fetch / Check workers are. There is no
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-- restartApp bridge on iOS, so callers that want "back to launcher" must
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-- use main.lua's in-process returnToLauncher (love.quit aborts the quit);
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-- HostShell.restart itself refuses quit("restart") and falls back to a
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-- bare quit() so a mod that still calls restart does not pick the worst
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-- path on purpose.
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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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@@ -174,6 +182,14 @@ function HostShell.restart()
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love.event.quit()
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return
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end
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if osName == "iOS" then
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-- No process-kill bridge. A bare quit still becomes DONE_RESTART in
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-- love.cpp, but quit("restart") is the path that also runs our
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-- endProcess worker joins first and then re-enters runlove -- the
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-- combination that crashes EXIT GAME. Prefer the softer quit.
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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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@@ -64,11 +64,18 @@ end
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-- EXIT GAME / intent_game before dropping Game. Stops audio and resets the
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-- live game instance so map/GPU holders are gone before endMountedSession.
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--
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-- ChipAudio's worker stays alive across game sessions (see tier comment
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-- above). shutdown() joins the thread and is process-exit only -- calling
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-- it here on every Android EXIT GAME has been observed to leave the Gen1
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-- Game singleton unbootable (Game.load nil) on the next Play of a version
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-- already opened this process, while a debug APK with a different liblove
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-- did not reproduce.
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function SessionLifecycle.endGameSession(game)
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pcall(function() require("src.core.Music").stop() end)
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pcall(function() require("src.core.Sound").stop() end)
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if package.loaded["src.core.ChipAudio"] then
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pcall(package.loaded["src.core.ChipAudio"].shutdown)
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pcall(package.loaded["src.core.ChipAudio"].stopMusic)
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end
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if package.loaded["src.core.DiscordPresence"] then
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pcall(package.loaded["src.core.DiscordPresence"].shutdown)
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@@ -87,11 +94,11 @@ function SessionLifecycle.endGameSession(game)
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if game and game.reset then
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pcall(function() game:reset() end)
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end
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-- Gen1 Game is the module singleton. If teardown left it without load,
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-- drop the cached module so the next require rebuilds a clean table
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-- (bootGame also guards this; doing it here keeps Play-again reliable).
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if game and type(game.load) ~= "function"
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and package.loaded["src.core.Game"] == game then
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-- Gen1 Game is the module singleton. Always drop the cached module after
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-- a session that owned it so the next bootGame require rebuilds a clean
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-- table. A type(game.load) check is not enough: a wrong table parked in
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-- package.loaded (e.g. with __index) can still look like it has load.
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if game and package.loaded["src.core.Game"] == game then
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package.loaded["src.core.Game"] = nil
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end
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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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