(svn r16425) -Change [FS#2869]: Stop an AI when it takes too long to initialize or load

replace/41b28d7194a279bdc17475d4fbe2ea6ec885a466
yexo 16 years ago
parent 9355d1d169
commit 7425bf779d

@ -304,9 +304,17 @@ void AIInstance::GameLoop()
AIObject::SetAllowDoCommand(false);
/* Run the constructor if it exists. Don't allow any DoCommands in it. */
if (this->engine->MethodExists(*this->instance, "constructor")) {
if (!this->engine->CallMethod(*this->instance, "constructor")) { this->Died(); return; }
if (!this->engine->CallMethod(*this->instance, "constructor", 100000) || this->engine->IsSuspended()) {
if (this->engine->IsSuspended()) AILog::Error("This AI took too long to initialize. AI is not started.");
this->Died();
return;
}
}
if (!this->CallLoad() || this->engine->IsSuspended()) {
if (this->engine->IsSuspended()) AILog::Error("This AI took too long in the Load function. AI is not started.");
this->Died();
return;
}
if (!this->CallLoad()) { this->Died(); return; }
AIObject::SetAllowDoCommand(true);
/* Start the AI by calling Start() */
if (!this->engine->CallMethod(*this->instance, "Start", _settings_game.ai.ai_max_opcode_till_suspend) || !this->engine->IsSuspended()) this->Died();
@ -702,7 +710,7 @@ bool AIInstance::CallLoad()
/* Call the AI load function. sq_call removes the arguments (but not the
* function pointer) from the stack. */
if (SQ_FAILED(sq_call(vm, 3, SQFalse, SQFalse))) return false;
if (SQ_FAILED(sq_call(vm, 3, SQFalse, SQFalse, 100000))) return false;
/* Pop 1) The version, 2) the savegame data, 3) the object instance, 4) the function pointer. */
sq_pop(vm, 4);

@ -209,7 +209,7 @@ bool Squirrel::CallMethod(HSQOBJECT instance, const char *method_name, HSQOBJECT
if (ret != NULL) sq_getstackobj(vm, -1, ret);
/* Reset the top, but don't do so for the AI main function, as we need
* a correct stack when resuming. */
if (suspend == -1) sq_settop(this->vm, top);
if (!this->IsSuspended()) sq_settop(this->vm, top);
/* Restore the return-value location. */
this->vm->_suspended_target = last_target;

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