Re: Bug Reports (snapshot builds)
You know, on closer look at the callstack, this concurrent issue really boils down to the same bug as the flicker issue with P/T that I recently fixed for the mobile game. That means I've probably actually fixed the concurrent issue already for the mobile game, and if I apply a similer fix to the desktop game, I can probably fix the concurrent issue there as well.
The problem is that we're calling card.getNetAttack() from paint code, whereas it should be called from a GameEventCardStatChanged handler to cache off an attack value that can then be used by the paint code until another stat changed event is handled. That's how I fixed the issue for the mobile game.
I'll look into fixing this tonight.
The problem is that we're calling card.getNetAttack() from paint code, whereas it should be called from a GameEventCardStatChanged handler to cache off an attack value that can then be used by the paint code until another stat changed event is handled. That's how I fixed the issue for the mobile game.
I'll look into fixing this tonight.




