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driver/glfw: Merge waitForStart and done channels #5327

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@Jacalz Jacalz commented Dec 17, 2024

Description:

With the threading changes, we no longer need to have separate channels for done and waitForStart given that showing a window no longer is expected to happen on the wrong thread. This allows allows us to first wait for starting and then reopen the channel to wait for shutting down. I.e. we no longer carry around a useless startup channel once we are running.

Follow up to #5322

Checklist:

  • Tests included.
  • Lint and formatter run with no errors.
  • Tests all pass.

With the threading changes, we no longer need to have separate
channels for done and waitForStart given that showing a window no
longer is expected to happen on the wrong thread. This allows
allows us to first wait for starting and then reopen the channel
to wait for shutting down.
@@ -32,10 +32,6 @@ func ensureCanvasSize(t *testing.T, w *window, size fyne.Size) {
}

func repaintWindow(w *window) {
// Wait for GLFW loop to be running.
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are you sure this can be removed? I have a vague recollection this may have been an order-of-operations issue in the tests, so may not be disposable

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Jacalz commented Dec 22, 2024

Better solution was implemented in #5328 (review).

@Jacalz Jacalz closed this Dec 22, 2024
@Jacalz Jacalz deleted the simplify-state-transitions branch December 22, 2024 09:22
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2 participants