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dont use libgdx sorters on threads
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Tom-Ski committed Jul 31, 2023
1 parent 1c0241c commit 3c6d4eb
Showing 1 changed file with 25 additions and 5 deletions.
Original file line number Diff line number Diff line change
Expand Up @@ -22,7 +22,10 @@
import java.io.InputStream;
import java.io.InputStreamReader;
import java.io.OutputStream;
import java.util.ArrayList;
import java.util.Comparator;
import java.util.HashMap;
import java.util.HashSet;
import java.util.UUID;
import java.util.concurrent.CompletableFuture;
import java.util.concurrent.ExecutionException;
Expand Down Expand Up @@ -80,6 +83,7 @@ private static void checkAndDownload (ObjectSet<GameAsset<?>> gameAssetsToExport
if (hasToolsBinary()) {
logger.info("Has tools binary, processing");
process(gameAssetsToExport, gameAssetExportStructure, settings, runnable);
logger.info("End tools processing");
} else {
logger.info("Downloading tools");
CompletableFuture<Void> download = download();
Expand Down Expand Up @@ -263,19 +267,35 @@ public static void process (ObjectSet<GameAsset<?>> gameAssetsToExport, GameAsse
}
}

atlases.orderedItems().sort(new Comparator<GameAsset<TextureAtlas>>() {
ArrayList<GameAsset> tempArrayForSort = new ArrayList<>();
for (GameAsset<TextureAtlas> atlas : atlases) {
tempArrayForSort.add(atlas);
}
tempArrayForSort.sort(new Comparator<GameAsset>() {
@Override
public int compare (GameAsset<TextureAtlas> o1, GameAsset<TextureAtlas> o2) {
public int compare (GameAsset o1, GameAsset o2) {
return o1.nameIdentifier.compareTo(o2.nameIdentifier);
}
});
sprites.orderedItems().sort(new Comparator<GameAsset<AtlasSprite>>() {
atlases.clear();
for (GameAsset gameAsset : tempArrayForSort) {
atlases.add(gameAsset);
}

tempArrayForSort.clear();
for (GameAsset<AtlasSprite> sprite : sprites) {
tempArrayForSort.add(sprite);
}
tempArrayForSort.sort(new Comparator<GameAsset>() {
@Override
public int compare (GameAsset<AtlasSprite> o1, GameAsset<AtlasSprite> o2) {
public int compare (GameAsset o1, GameAsset o2) {
return o1.nameIdentifier.compareTo(o2.nameIdentifier);
}
});

sprites.clear();
for (GameAsset gameAsset : tempArrayForSort) {
sprites.add(gameAsset);
}


for (GameAsset<TextureAtlas> atlas : atlases) {
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