Исправить паузу после возврата в игру
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@@ -0,0 +1,97 @@
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package com.projectsacrifice.game;
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import android.app.Instrumentation;
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import androidx.lifecycle.Lifecycle;
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import androidx.test.core.app.ActivityScenario;
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import androidx.test.ext.junit.runners.AndroidJUnit4;
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import androidx.test.platform.app.InstrumentationRegistry;
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import org.junit.Test;
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import org.junit.runner.RunWith;
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import static org.junit.Assert.assertEquals;
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import static org.junit.Assert.assertFalse;
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import static org.junit.Assert.assertTrue;
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/** Device-level contract for leaving and returning to an active puzzle. */
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@RunWith(AndroidJUnit4.class)
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public final class GameLifecycleTest {
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@Test
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public void returningFromBackgroundKeepsPuzzleVisiblePausedAndClearsHeldInput() {
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Instrumentation instrumentation = InstrumentationRegistry.getInstrumentation();
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try (ActivityScenario<MainActivity> scenario = ActivityScenario.launch(MainActivity.class)) {
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final GameView[] view = new GameView[1];
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scenario.onActivity(activity -> view[0] = activity.gameViewForAutomation());
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createRetainedCorpse(instrumentation, view[0]);
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runOnGame(instrumentation, view[0], false, false, true, false);
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scenario.moveToState(Lifecycle.State.STARTED);
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GameView.AutomationSnapshot backgroundStart = snapshot(instrumentation, view[0]);
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sleep(700L);
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GameView.AutomationSnapshot backgroundEnd = snapshot(instrumentation, view[0]);
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assertEquals(5, backgroundEnd.levelNumber());
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assertEquals(backgroundStart.deaths(), backgroundEnd.deaths());
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assertEquals(backgroundStart.corpseCount(), backgroundEnd.corpseCount());
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assertEquals(backgroundStart.playerX(), backgroundEnd.playerX(), 0.01f);
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assertEquals(backgroundStart.elapsedMilliseconds(), backgroundEnd.elapsedMilliseconds());
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scenario.moveToState(Lifecycle.State.RESUMED);
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GameView.AutomationSnapshot returned = snapshot(instrumentation, view[0]);
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assertTrue("Returning to an active puzzle must show the pause screen", returned.visiblyPaused());
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assertFalse("Held touch input must not survive backgrounding", returned.inputActive());
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assertEquals(backgroundEnd.deaths(), returned.deaths());
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assertEquals(backgroundEnd.corpseCount(), returned.corpseCount());
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scenario.onActivity(MainActivity::onBackPressed);
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sleep(80L);
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GameView.AutomationSnapshot resumed = snapshot(instrumentation, view[0]);
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assertFalse("Back from the visible pause screen must resume the puzzle", resumed.visiblyPaused());
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runOnGame(instrumentation, view[0], false, false, true, false);
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sleep(250L);
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runOnGame(instrumentation, view[0], false, false, false, false);
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GameView.AutomationSnapshot moving = snapshot(instrumentation, view[0]);
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assertTrue("The resumed simulation must accept movement", moving.playerX() > resumed.playerX() + 20f);
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}
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}
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private static void createRetainedCorpse(Instrumentation instrumentation, GameView gameView) {
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runOnGame(instrumentation, gameView, true, false, true, false);
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long deadline = System.currentTimeMillis() + 8_000L;
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boolean died = false;
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while (System.currentTimeMillis() < deadline) {
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GameView.AutomationSnapshot value = snapshot(instrumentation, gameView);
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if (!value.playerAlive()) died = true;
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if (died && value.playerAlive() && value.corpseCount() >= 1) {
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runOnGame(instrumentation, gameView, false, false, false, false);
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return;
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}
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sleep(24L);
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}
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throw new AssertionError("Level 5 did not produce a retained corpse before lifecycle check");
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}
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private static void runOnGame(Instrumentation instrumentation, GameView gameView,
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boolean startLevelFive, boolean left, boolean right, boolean jump) {
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instrumentation.runOnMainSync(() -> {
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if (startLevelFive) gameView.startLevelForAutomation(5);
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gameView.setAutomationInput(left, right, jump);
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});
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}
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private static GameView.AutomationSnapshot snapshot(Instrumentation instrumentation, GameView gameView) {
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final GameView.AutomationSnapshot[] value = new GameView.AutomationSnapshot[1];
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instrumentation.runOnMainSync(() -> value[0] = gameView.automationSnapshot());
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return value[0];
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}
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private static void sleep(long millis) {
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try {
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Thread.sleep(millis);
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} catch (InterruptedException interrupted) {
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Thread.currentThread().interrupt();
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throw new AssertionError("Lifecycle test interrupted", interrupted);
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}
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}
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}
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@@ -45,16 +45,26 @@ public final class GameView extends View implements Runnable {
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private final boolean completed;
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private final boolean completed;
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private final boolean playerAlive;
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private final boolean playerAlive;
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private final boolean allDoorsOpen;
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private final boolean allDoorsOpen;
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private final boolean visiblyPaused;
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private final boolean inputActive;
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private final int levelNumber;
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private final long elapsedMilliseconds;
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private final float playerX;
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private final float playerX;
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private final float playerY;
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private final float playerY;
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private final int deaths;
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private final int deaths;
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private final int corpseCount;
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private final int corpseCount;
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AutomationSnapshot(boolean completed, boolean playerAlive, boolean allDoorsOpen,
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AutomationSnapshot(boolean completed, boolean playerAlive, boolean allDoorsOpen,
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boolean visiblyPaused, boolean inputActive, int levelNumber,
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long elapsedMilliseconds,
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float playerX, float playerY, int deaths, int corpseCount) {
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float playerX, float playerY, int deaths, int corpseCount) {
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this.completed = completed;
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this.completed = completed;
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this.playerAlive = playerAlive;
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this.playerAlive = playerAlive;
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this.allDoorsOpen = allDoorsOpen;
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this.allDoorsOpen = allDoorsOpen;
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this.visiblyPaused = visiblyPaused;
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this.inputActive = inputActive;
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this.levelNumber = levelNumber;
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this.elapsedMilliseconds = elapsedMilliseconds;
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this.playerX = playerX;
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this.playerX = playerX;
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this.playerY = playerY;
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this.playerY = playerY;
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this.deaths = deaths;
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this.deaths = deaths;
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@@ -64,6 +74,10 @@ public final class GameView extends View implements Runnable {
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public boolean completed() { return completed; }
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public boolean completed() { return completed; }
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public boolean playerAlive() { return playerAlive; }
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public boolean playerAlive() { return playerAlive; }
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public boolean allDoorsOpen() { return allDoorsOpen; }
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public boolean allDoorsOpen() { return allDoorsOpen; }
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public boolean visiblyPaused() { return visiblyPaused; }
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public boolean inputActive() { return inputActive; }
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public int levelNumber() { return levelNumber; }
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public long elapsedMilliseconds() { return elapsedMilliseconds; }
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public float playerX() { return playerX; }
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public float playerX() { return playerX; }
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public float playerY() { return playerY; }
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public float playerY() { return playerY; }
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public int deaths() { return deaths; }
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public int deaths() { return deaths; }
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@@ -174,6 +188,7 @@ public final class GameView extends View implements Runnable {
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public void setPaused(boolean value) {
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public void setPaused(boolean value) {
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paused = value;
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paused = value;
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if (value && screen == Screen.PLAYING) userPaused = true;
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pointers.clear();
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pointers.clear();
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deriveControls();
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deriveControls();
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lastFrameNanos = System.nanoTime();
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lastFrameNanos = System.nanoTime();
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@@ -1117,6 +1132,10 @@ public final class GameView extends View implements Runnable {
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screen == Screen.COMPLETE,
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screen == Screen.COMPLETE,
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player.alive,
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player.alive,
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allOpen,
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allOpen,
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userPaused,
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leftPressed || rightPressed || jumpPressed,
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level == null ? 0 : level.number,
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(long) (levelElapsed * 1000f),
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player.x,
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player.x,
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player.y,
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player.y,
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deaths,
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deaths,
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@@ -36,6 +36,7 @@ public final class MainActivity extends Activity {
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@Override
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@Override
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protected void onResume() {
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protected void onResume() {
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super.onResume();
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super.onResume();
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if (gameView != null) gameView.setPaused(false);
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hideSystemUi();
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hideSystemUi();
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}
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}
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