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Android: Wait for surface in Run #13030

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When we boot the core, it needs to have a valid surface to draw graphics to. Our Kotlin code does wait for a valid surface to exist before it calls NativeLibrary.Run, but there's a chance for the surface to be deleted before Run locks s_surface_lock. If that happens, the core boots without a valid surface, which presumably would cause a crash. (I haven't been able to reproduce the problem myself.)

When we boot the core, it needs to have a valid surface to draw graphics
to. Our Kotlin code does wait for a valid surface to exist before it
calls NativeLibrary.Run, but there's a chance for the surface to be
deleted before Run locks s_surface_lock. If that happens, the core boots
without a valid surface, which presumably would cause a crash. (I
haven't been able to reproduce the problem myself.)
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