I wanted to avoid notifications because the ship returns its state and I hoped this should be enough. But if there is a send_player_* command waiting in a queue, the actual ship's state might be changed soon. And from time to time it led to a crash.
But now I added notifications saying that ship is waiting for command and for AI these are to be trust and not actual state of the ship. I think that it works fine.... 2014-11-12 8:59 GMT+01:00 Fòram na Gàidhlig <f...@foramnagaidhlig.net>: > > is it possible to know that previous send_player_* command was processed > > yet? > > send_player_command returns void, so I don't think so. > > > > My AI can send these commands every 5 seconds, and it seems that first > > one is not executed and AI (not knowing this) sends another command. > > Then first one is executed, state of ship is changed and second one > > crashes the game, because f.e. ship is not in 'expedition' mode anymore. > > At least this might be one explanation of what is going on. > > Can you query the state of the ship? The ship has a get_task function > which might do the trick. > > Failing this, the ship sends messages to the player when a coast has > been reached etc, maybe you can add a notification there like we did for > the mines. And you coud try to track if it has moved around the map. > > _______________________________________________ > Mailing list: https://launchpad.net/~widelands-dev > Post to : widelands-dev@lists.launchpad.net > Unsubscribe : https://launchpad.net/~widelands-dev > More help : https://help.launchpad.net/ListHelp >
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