v2.1.3: added a sync check for very rare level loading hangs
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@@ -285,10 +285,12 @@ public class InterlevelScene extends PixelScene {
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error = e;
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}
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if (phase == Phase.STATIC && error == null) {
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phase = Phase.FADE_OUT;
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timeLeft = fadeTime;
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synchronized (thread) {
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if (phase == Phase.STATIC && error == null) {
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phase = Phase.FADE_OUT;
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timeLeft = fadeTime;
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}
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}
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}
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};
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@@ -310,11 +312,13 @@ public class InterlevelScene extends PixelScene {
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case FADE_IN:
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message.alpha( 1 - p );
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if ((timeLeft -= Game.elapsed) <= 0) {
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if (!thread.isAlive() && error == null) {
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phase = Phase.FADE_OUT;
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timeLeft = fadeTime;
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} else {
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phase = Phase.STATIC;
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synchronized (thread) {
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if (!thread.isAlive() && error == null) {
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phase = Phase.FADE_OUT;
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timeLeft = fadeTime;
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} else {
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phase = Phase.STATIC;
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}
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}
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}
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break;
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