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"running" is never set to "false" #128

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jumpjack opened this issue Jul 25, 2020 · 3 comments
Open

"running" is never set to "false" #128

jumpjack opened this issue Jul 25, 2020 · 3 comments

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@jumpjack
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The only method setting "running" variable to "false" (after "render()" sets it to "true") is "abort()"; I think render() should set running to false once finished.

@mrrs878
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mrrs878 commented Apr 28, 2021

I did this: call gif.abort() in the callback function of gif.on("finished") and then running is reset to false

@Omiod
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Omiod commented May 2, 2021

To properly launch multiple time the gif rendering without issues, I had to do the following:
gif.abort(); gif.frames = []; delete gif.imageParts; delete gif.finishedFrames; delete gif.nextFrame;

@mrrs878
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mrrs878 commented May 6, 2021

Yes, I found that there would be problems when rendering a new gif after calling gif.abort(), so I replaced gif.abort() with

// ...
gif.running = false;
gif.frames = [];
// ...

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