Fixed potential freeze on put cards order

This commit is contained in:
Oleg Agafonov 2020-07-01 13:13:44 +04:00
parent 2d5e1fdc34
commit 529153312f
3 changed files with 16 additions and 15 deletions

View file

@ -1,9 +1,5 @@
package mage.game;
import java.io.IOException;
import java.io.Serializable;
import java.util.*;
import java.util.Map.Entry;
import mage.MageException;
import mage.MageObject;
import mage.abilities.*;
@ -71,6 +67,11 @@ import mage.util.functions.ApplyToPermanent;
import mage.watchers.common.*;
import org.apache.log4j.Logger;
import java.io.IOException;
import java.io.Serializable;
import java.util.*;
import java.util.Map.Entry;
public abstract class GameImpl implements Game, Serializable {
private static final int ROLLBACK_TURNS_MAX = 4;
@ -353,7 +354,7 @@ public abstract class GameImpl implements Game, Serializable {
// can be an ability of a sacrificed Token trying to get it's source object
object = getLastKnownInformation(objectId, Zone.BATTLEFIELD);
}
return object;
}
@ -1798,13 +1799,13 @@ public abstract class GameImpl implements Game, Serializable {
state.getTriggers().checkStateTriggers(this);
for (UUID playerId : state.getPlayerList(state.getActivePlayerId())) {
Player player = getPlayer(playerId);
while (player.isInGame()) { // player can die or win caused by triggered abilities or leave the game
while (player.canRespond()) { // player can die or win caused by triggered abilities or leave the game
List<TriggeredAbility> abilities = state.getTriggered(player.getId());
if (abilities.isEmpty()) {
break;
}
// triggered abilities that don't use the stack have to be executed first (e.g. Banisher Priest Return exiled creature
for (Iterator<TriggeredAbility> it = abilities.iterator(); it.hasNext();) {
for (Iterator<TriggeredAbility> it = abilities.iterator(); it.hasNext(); ) {
TriggeredAbility triggeredAbility = it.next();
if (!triggeredAbility.isUsesStack()) {
state.removeTriggeredAbility(triggeredAbility);
@ -1879,7 +1880,7 @@ public abstract class GameImpl implements Game, Serializable {
Zone currentZone = this.getState().getZone(card.getId());
String currentZoneInfo = (currentZone == null ? "(error)" : "(" + currentZone.name() + ")");
if (player.chooseUse(Outcome.Benefit, "Move " + card.getIdName()
+ " to the command zone or leave it in current zone " + currentZoneInfo + "?", "You can only make this choice once per object",
+ " to the command zone or leave it in current zone " + currentZoneInfo + "?", "You can only make this choice once per object",
"Move to command", "Leave in current zone " + currentZoneInfo, null, this)) {
toMove.add(card);
} else {
@ -2595,7 +2596,7 @@ public abstract class GameImpl implements Game, Serializable {
}
//20100423 - 800.4a
Set<Card> toOutside = new HashSet<>();
for (Iterator<Permanent> it = getBattlefield().getAllPermanents().iterator(); it.hasNext();) {
for (Iterator<Permanent> it = getBattlefield().getAllPermanents().iterator(); it.hasNext(); ) {
Permanent perm = it.next();
if (perm.isOwnedBy(playerId)) {
if (perm.getAttachedTo() != null) {
@ -2645,7 +2646,7 @@ public abstract class GameImpl implements Game, Serializable {
player.moveCards(toOutside, Zone.OUTSIDE, null, this);
// triggered abilities that don't use the stack have to be executed
List<TriggeredAbility> abilities = state.getTriggered(player.getId());
for (Iterator<TriggeredAbility> it = abilities.iterator(); it.hasNext();) {
for (Iterator<TriggeredAbility> it = abilities.iterator(); it.hasNext(); ) {
TriggeredAbility triggeredAbility = it.next();
if (!triggeredAbility.isUsesStack()) {
state.removeTriggeredAbility(triggeredAbility);
@ -2665,7 +2666,7 @@ public abstract class GameImpl implements Game, Serializable {
// Remove cards from the player in all exile zones
for (ExileZone exile : this.getExile().getExileZones()) {
for (Iterator<UUID> it = exile.iterator(); it.hasNext();) {
for (Iterator<UUID> it = exile.iterator(); it.hasNext(); ) {
Card card = this.getCard(it.next());
if (card != null && card.isOwnedBy(playerId)) {
it.remove();
@ -2675,7 +2676,7 @@ public abstract class GameImpl implements Game, Serializable {
//Remove all commander/emblems/plane the player controls
boolean addPlaneAgain = false;
for (Iterator<CommandObject> it = this.getState().getCommand().iterator(); it.hasNext();) {
for (Iterator<CommandObject> it = this.getState().getCommand().iterator(); it.hasNext(); ) {
CommandObject obj = it.next();
if (obj.isControlledBy(playerId)) {
if (obj instanceof Emblem) {