v1.1.2: removed waiting on pause and improved bundle saving efficiency

This will hopefully address save corruption errors for Pixel phones on Android 12
This commit is contained in:
Evan Debenham
2022-01-04 18:37:03 -05:00
parent c4d0017ff7
commit db74efea10
2 changed files with 2 additions and 2 deletions

View File

@@ -23,6 +23,7 @@ package com.watabou.utils;
import com.badlogic.gdx.utils.JsonReader; import com.badlogic.gdx.utils.JsonReader;
import com.badlogic.gdx.utils.JsonValue; import com.badlogic.gdx.utils.JsonValue;
import com.badlogic.gdx.utils.JsonWriter;
import com.watabou.noosa.Game; import com.watabou.noosa.Game;
import java.io.BufferedInputStream; import java.io.BufferedInputStream;
@@ -452,7 +453,7 @@ public class Bundle {
if (compressed) writer = new BufferedWriter( new OutputStreamWriter( new GZIPOutputStream(stream, GZIP_BUFFER ) ) ); if (compressed) writer = new BufferedWriter( new OutputStreamWriter( new GZIPOutputStream(stream, GZIP_BUFFER ) ) );
else writer = new BufferedWriter( new OutputStreamWriter( stream ) ); else writer = new BufferedWriter( new OutputStreamWriter( stream ) );
writer.write( bundle.toString() ); bundle.data.prettyPrint(JsonWriter.OutputType.json, writer);
writer.close(); writer.close();
return true; return true;

View File

@@ -627,7 +627,6 @@ public class GameScene extends PixelScene {
@Override @Override
public synchronized void onPause() { public synchronized void onPause() {
try { try {
if (Dungeon.hero != null && !Dungeon.hero.ready) waitForActorThread(500, false);
Dungeon.saveAll(); Dungeon.saveAll();
Badges.saveGlobal(); Badges.saveGlobal();
Journal.saveGlobal(); Journal.saveGlobal();