Merge Latest 1.16 changes into Develop#5232
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kwvanderlinde merged 10 commits intodevelopfrom Feb 13, 2025
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It is vital that the non-Easy Connect flow for public keys is not run when `!playerDatabase.getPublicKey(...)`.
This more clearly communicates the relationship between the `!playerDatabase.hasPublicKey(...)` and the latter half of the method.
This commit never got merged from 1.15 into develop, so is missing from 1.16 and mainline. Original message was: > Do not run the InfoTextSwingWorker on the EDT thread > > It's meant to be run off-thread, so use `.execute()` instead of `.run()`.
This fixes #5219 by not loading `ZoneFactory` too early, as its static initializer can only succeed if the default resources have already been installed. On MT's first launch, this is not true, so the asset is never made available to new zones. An added perk is that this trivial campaign is even more lightweight now, since there is no need to read, hash, and load an image.
This is a second complete fix for #5219. If the `ZoneFactory` fails to get the default texture, it will not cache that result but will try again for the next zone that gets created. Additionally, if the texture was not loaded, `ZoneFactory` will fall back to a solid color so that the user is not left with a screenfull of red X's. This means that if the texture file is found but there is an error loading it, then `ZoneFactory` will try to read it again the next time a zone is created. For a corrupt file, this could result in repeated failures and extra work repeatedly trying to load the asset. However, zone creation is not a high-frequency event, so this is acceptable.
…set-id Fix null grassland asset ID
…tion--release-1.16 Port fix for hanging Gather Debug Information to 1.16
…control-flow Fix Easy Connect handshake control flow once public key is requested
kwvanderlinde
approved these changes
Feb 13, 2025
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