Fix a bug where we were finishing resolution of the entire scene multiple times if some blocks were basically already resolved.
git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@957 ed5b42cb-e716-0410-a449-f6a68f950b19
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@@ -206,12 +206,16 @@ public class MisoScenePanel extends Sprite
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protected function refreshBaseBlockScenes () :void
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{
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_resStartTime = getTimer();
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var blocks :Set = getBaseBlocks();
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// Keep this to use in our function...
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var thisRef :MisoScenePanel = this;
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var resolving :Boolean = false;
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// Postpone calling complete til they're all queued up.
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_skipComplete = true;
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blocks.forEach(function(blockKey :int) :void {
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if (!_blocks.containsKey(blockKey)) {
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@@ -219,11 +223,13 @@ public class MisoScenePanel extends Sprite
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new SceneBlock(blockKey, _objScene, _isoView, _metrics);
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_pendingBlocks.add(sceneBlock);
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sceneBlock.resolve(_ctx, _model, thisRef, blockResolved);
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resolving = true;
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}
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});
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if (!resolving) {
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_skipComplete = false;
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if (_pendingBlocks.size() == 0) {
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resolutionComplete();
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}
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}
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@@ -236,8 +242,7 @@ public class MisoScenePanel extends Sprite
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// Move that guy from pending to ready...
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_readyBlocks.add(resolved);
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_pendingBlocks.remove(resolved);
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if (_pendingBlocks.size() == 0) {
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if (_pendingBlocks.size() == 0 && !_skipComplete) {
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resolutionComplete();
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}
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}
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@@ -257,22 +262,22 @@ public class MisoScenePanel extends Sprite
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_objScene.render();
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DelayUtil.delayFrame(function() :void {
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// Then we let the scene finally move if it's trying to...
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if (_pendingMoveBy != null) {
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_isoView.centerOnPt(new Pt(_pendingMoveBy.x + _isoView.currentX,
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_pendingMoveBy.y + _isoView.currentY), false);
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_pendingMoveBy = null;
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}
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// Then we let the scene finally move if it's trying to...
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if (_pendingMoveBy != null) {
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_isoView.centerOnPt(new Pt(_pendingMoveBy.x + _isoView.currentX,
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_pendingMoveBy.y + _isoView.currentY), false);
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_pendingMoveBy = null;
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}
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// Now, take out any old blocks no longer in our valid blocks.
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var blocks :Set = getBaseBlocks();
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for each (var baseKey :int in _blocks.keys()) {
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if (!blocks.contains(baseKey)) {
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_blocks.remove(baseKey).release();
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}
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// Now, take out any old blocks no longer in our valid blocks.
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var blocks :Set = getBaseBlocks();
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for each (var baseKey :int in _blocks.keys()) {
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if (!blocks.contains(baseKey)) {
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_blocks.remove(baseKey).release();
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}
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});
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}
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trace("Scene Block Resolution took: " + (getTimer() - _resStartTime) + "ms");
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}
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protected function refreshScene () :void
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@@ -321,6 +326,10 @@ public class MisoScenePanel extends Sprite
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protected var _masks :Map = Maps.newMapOf(int);
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protected var _fringes :Map = new WeakValueMap(Maps.newMapOf(FringeTile));
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protected var _resStartTime :int;
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protected var _skipComplete :Boolean
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protected const DEF_WIDTH :int = 985;
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protected const DEF_HEIGHT :int = 560;
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