Fix add() method firing callbacks before animation completes #21
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
Summary
Fix
add()method firing completion handlers before dice animation completes.Problem
When calling
add()to add dice to an existing roll, the completion handlers (onAddDiceCompletecallback,addDiceCompleteevent, and Promise resolution) fire immediately on the first animation frame instead of waiting for the dice to settle.Root Cause
In the
add()method:simulateThrow()pre-simulates the physics to completion, leaving newly added dice inSLEEPINGstateanimateThrow()starts with the completion callbackthrowFinished()checks if all dice havesleepState >= SLEEPING— they do (from pre-simulation) — so the callback fires immediatelyWhy
roll()works correctlyThe
roll()method callsclearDice()first, which removes all existing dice. Fresh dice start in an active state and need time to settle, sothrowFinished()correctly waits.The Fix
After spawning dice and before starting animation, wake up the newly added dice so they need time to settle during the visible animation:
This ensures throwFinished() won't return true until the new dice actually settle.