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Since #7786, the GUI tick completed normally after calling `closePageCallback` instead of being cancelled like previously. Since `Engine.EndGame` deletes the internal `g_Game` pointer, every Engine call after it that tried to access `g_Game` caused a segfault. This patch solves it by moving `Engine.EndGame` to the very end, right before closing the session page. In order to follow the convention that only functions directly closing the page are called `closePageCallback`, that function is in turn renamed to `closeSession`. Additionally, this allows only resolving the promise with a bool (`showSummary`) and then only calling `getNextPageOpenRequest` at the end of `init` for reasons of simplicity.
34 lines
897 B
JavaScript
34 lines
897 B
JavaScript
class QuitConfirmation extends SessionMessageBox
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{
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}
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QuitConfirmation.prototype.Title =
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translate("Confirmation");
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QuitConfirmation.prototype.Caption =
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translate("The game has finished, what do you want to do?");
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QuitConfirmation.prototype.Buttons =
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[
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{
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// Translation: Shown in the Dialog that shows up when the game finishes
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"caption": translate("Stay"),
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"onPress": resumeGame
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},
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{
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// Translation: Shown in the Dialog that shows up when the game finishes
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"caption": translate("Quit and View Summary"),
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"onPress": function() { this.closeSession(true); }
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},
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{
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// Translation: Shown in the Dialog that shows up when the game finishes
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"caption": translate("Quit"),
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"onPress": function() { this.closeSession(false); }
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}
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];
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QuitConfirmation.prototype.Width = 600;
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QuitConfirmation.prototype.Height = 200;
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QuitConfirmation.prototype.ResumeOnClose = false;
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