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Save the settings in more cases to avoid losing setting changes (especially on Android) (#14266)
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@ -80,6 +80,17 @@ public class GameActivity extends NativeActivity {
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makeFullScreen();
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makeFullScreen();
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}
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}
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private native void saveSettings();
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@Override
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protected void onStop() {
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super.onStop();
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// Avoid losing setting changes in case the app is onDestroy()ed later.
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// Saving stuff in onStop() is recommended in the Android activity
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// lifecycle documentation.
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saveSettings();
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}
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@Override
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@Override
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public void onBackPressed() {
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public void onBackPressed() {
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// Ignore the back press so Minetest can handle it
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// Ignore the back press so Minetest can handle it
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@ -608,6 +608,16 @@ local function get_formspec(dialogdata)
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end
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end
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-- On Android, closing the app via the "Recents screen" won't result in a clean
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-- exit, discarding any setting changes made by the user.
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-- To avoid that, we write the settings file in more cases on Android.
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function write_settings_early()
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if PLATFORM == "Android" then
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core.settings:write()
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end
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end
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local function buttonhandler(this, fields)
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local function buttonhandler(this, fields)
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local dialogdata = this.data
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local dialogdata = this.data
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dialogdata.leftscroll = core.explode_scrollbar_event(fields.leftscroll).value or dialogdata.leftscroll
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dialogdata.leftscroll = core.explode_scrollbar_event(fields.leftscroll).value or dialogdata.leftscroll
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@ -622,12 +632,15 @@ local function buttonhandler(this, fields)
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if fields.show_technical_names ~= nil then
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if fields.show_technical_names ~= nil then
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local value = core.is_yes(fields.show_technical_names)
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local value = core.is_yes(fields.show_technical_names)
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core.settings:set_bool("show_technical_names", value)
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core.settings:set_bool("show_technical_names", value)
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write_settings_early()
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return true
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return true
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end
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end
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if fields.show_advanced ~= nil then
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if fields.show_advanced ~= nil then
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local value = core.is_yes(fields.show_advanced)
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local value = core.is_yes(fields.show_advanced)
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core.settings:set_bool("show_advanced", value)
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core.settings:set_bool("show_advanced", value)
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write_settings_early()
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local suggested_page_id = update_filtered_pages(dialogdata.query)
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local suggested_page_id = update_filtered_pages(dialogdata.query)
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@ -672,12 +685,15 @@ local function buttonhandler(this, fields)
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for i, comp in ipairs(dialogdata.components) do
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for i, comp in ipairs(dialogdata.components) do
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if comp.on_submit and comp:on_submit(fields, this) then
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if comp.on_submit and comp:on_submit(fields, this) then
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write_settings_early()
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-- Clear components so they regenerate
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-- Clear components so they regenerate
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dialogdata.components = nil
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dialogdata.components = nil
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return true
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return true
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end
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end
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if comp.setting and fields["reset_" .. i] then
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if comp.setting and fields["reset_" .. i] then
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core.settings:remove(comp.setting.name)
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core.settings:remove(comp.setting.name)
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write_settings_early()
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-- Clear components so they regenerate
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-- Clear components so they regenerate
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dialogdata.components = nil
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dialogdata.components = nil
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@ -247,11 +247,8 @@ bool ClientLauncher::run(GameStartData &start_data, const Settings &cmd_args)
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}
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}
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// Break out of menu-game loop to shut down cleanly
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// Break out of menu-game loop to shut down cleanly
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if (!m_rendering_engine->run() || *kill) {
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if (!m_rendering_engine->run() || *kill)
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if (!g_settings_path.empty())
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g_settings->updateConfigFile(g_settings_path.c_str());
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break;
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break;
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}
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m_rendering_engine->get_video_driver()->setTextureCreationFlag(
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m_rendering_engine->get_video_driver()->setTextureCreationFlag(
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video::ETCF_CREATE_MIP_MAPS, g_settings->getBool("mip_map"));
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video::ETCF_CREATE_MIP_MAPS, g_settings->getBool("mip_map"));
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@ -292,6 +289,16 @@ bool ClientLauncher::run(GameStartData &start_data, const Settings &cmd_args)
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receiver->m_touchscreengui = NULL;
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receiver->m_touchscreengui = NULL;
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#endif
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#endif
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/* Save the settings when leaving the game.
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* This makes sure that setting changes made in-game are persisted even
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* in case of a later unclean exit from the mainmenu.
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* This is especially useful on Android because closing the app from the
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* "Recents screen" results in an unclean exit.
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* Caveat: This means that the settings are saved twice when exiting Minetest.
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*/
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if (!g_settings_path.empty())
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g_settings->updateConfigFile(g_settings_path.c_str());
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// If no main menu, show error and exit
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// If no main menu, show error and exit
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if (skip_main_menu) {
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if (skip_main_menu) {
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if (!error_message.empty()) {
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if (!error_message.empty()) {
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@ -555,6 +562,16 @@ void ClientLauncher::main_menu(MainMenuData *menudata)
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/* leave scene manager in a clean state */
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/* leave scene manager in a clean state */
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m_rendering_engine->get_scene_manager()->clear();
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m_rendering_engine->get_scene_manager()->clear();
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/* Save the settings when leaving the mainmenu.
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* This makes sure that setting changes made in the mainmenu are persisted
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* even in case of a later unclean exit from the game.
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* This is especially useful on Android because closing the app from the
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* "Recents screen" results in an unclean exit.
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* Caveat: This means that the settings are saved twice when exiting Minetest.
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*/
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if (!g_settings_path.empty())
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g_settings->updateConfigFile(g_settings_path.c_str());
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}
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}
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void ClientLauncher::speed_tests()
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void ClientLauncher::speed_tests()
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@ -28,6 +28,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "config.h"
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#include "config.h"
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#include "filesys.h"
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#include "filesys.h"
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#include "log.h"
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#include "log.h"
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#include "settings.h"
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#include <sstream>
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#include <sstream>
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#include <exception>
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#include <exception>
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@ -39,6 +40,12 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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extern int main(int argc, char *argv[]);
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extern int main(int argc, char *argv[]);
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extern "C" JNIEXPORT void JNICALL
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Java_net_minetest_minetest_GameActivity_saveSettings(JNIEnv* env, jobject /* this */) {
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if (!g_settings_path.empty())
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g_settings->updateConfigFile(g_settings_path.c_str());
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}
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void android_main(android_app *app)
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void android_main(android_app *app)
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{
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{
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int retval = 0;
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int retval = 0;
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