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Ooooscar avatar Ooooscar commented on September 27, 2024

I closed the game after the error screen, and I could continue my save normally afterwards (probably because I was doing multi-turn autoplay before, and changed to single-turn after the bug appeared? I can't really remember

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yairm210 avatar yairm210 commented on September 27, 2024

This shouldn't really be a possible exception unless things on different threads were working at cross-purposes from each other, so I;m not surprised at all it's a transient error
I'll try to see if I can find anything but I'm expecting not to :/

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yairm210 avatar yairm210 commented on September 27, 2024

Yeah, I can't see how this would even be possible
This is an internal LibGDX object that creates its child, tries to set its child's parent to itself, and then - its child is null?
If this is a bug it's a LibGDX bug but I honestly have no idea what the hell is going on here

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Ooooscar avatar Ooooscar commented on September 27, 2024

Well thanks for your time :) I will try to provide more info if I encounter the same issue again.

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SomeTroglodyte avatar SomeTroglodyte commented on September 27, 2024

Maybe ensure the val progressBar = NextTurnProgress(nextTurnButton) in WorldScreen nextTurn line 572 runs on the GL thread - possibly best by moving up the chain and preparing it before the nextTurn background worker is spawned?

Just a hunch. You should be able to instantiate a Table object off-GL-thread as long as nobody tries to draw it, and you definitely should be able to acquire empty unassociated Cell objects from a Pool on any thread (and here Pool.obtain returned null). But if it's really a reentrancy problem, then it's in Gdx, but by singlethreading that stuff we should be able to minimize the probability.

Another idea: An unusual Java runtime? Nah, gsmarena says that thing was "Released 2018, September"

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