(svn r15467) -Fix [NoAI]: AIs with an error in their info.nut are no longer available in-game.

This commit is contained in:
yexo
2009-02-13 17:17:34 +00:00
parent 15b9366f06
commit 8e14d77d05
7 changed files with 108 additions and 30 deletions

View File

@@ -249,6 +249,11 @@ void AIInstance::Died()
void AIInstance::GameLoop()
{
if (this->is_dead) return;
if (this->engine->HasScriptCrashed()) {
/* The script crashed during saving, kill it here. */
this->Died();
return;
}
this->controller->ticks++;
if (this->suspend < -1) this->suspend++; // Multiplayer suspend, increase up to -1.
@@ -275,12 +280,12 @@ 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")) {
this->engine->CallMethod(*this->instance, "constructor");
if (!this->engine->CallMethod(*this->instance, "constructor")) { this->Died(); return; }
}
this->CallLoad();
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->Died();
if (!this->engine->CallMethod(*this->instance, "Start", _settings_game.ai.ai_max_opcode_till_suspend) || !this->engine->IsSuspended()) this->Died();
} catch (AI_VMSuspend e) {
this->suspend = e.GetSuspendTime();
this->callback = e.GetSuspendCallback();
@@ -500,8 +505,8 @@ enum {
void AIInstance::Save()
{
/* Don't save data if the AI didn't start yet. */
if (this->engine == NULL) {
/* Don't save data if the AI didn't start yet or if it crashed. */
if (this->engine == NULL || this->engine->HasScriptCrashed()) {
SaveEmpty();
return;
}
@@ -526,7 +531,12 @@ void AIInstance::Save()
/* We don't want to be interrupted during the save function. */
bool backup_allow = AIObject::GetAllowDoCommand();
AIObject::SetAllowDoCommand(false);
this->engine->CallMethod(*this->instance, "Save", &savedata);
if (!this->engine->CallMethod(*this->instance, "Save", &savedata)) {
/* The script crashed in the Save function. We can't kill
* it here, but do so in the next AI tick. */
SaveEmpty();
return;
}
AIObject::SetAllowDoCommand(backup_allow);
if (!sq_istable(savedata)) {
@@ -637,21 +647,21 @@ void AIInstance::Load(int version)
sq_pushbool(vm, true);
}
void AIInstance::CallLoad()
bool AIInstance::CallLoad()
{
HSQUIRRELVM vm = this->engine->GetVM();
/* Is there save data that we should load? */
SQBool res;
sq_getbool(vm, -1, &res);
sq_poptop(vm);
if (!res) return;
if (!res) return true;
if (!this->engine->MethodExists(*this->instance, "Load")) {
AILog::Warning("Loading failed: there was data for the AI to load, but the AI does not have a Load() function.");
/* Pop the savegame data and version. */
sq_pop(vm, 2);
return;
return true;
}
/* Go to the instance-root */
@@ -668,8 +678,9 @@ void AIInstance::CallLoad()
/* Call the AI load function. sq_call removes the arguments (but not the
* function pointer) from the stack. */
sq_call(vm, 3, SQFalse, SQFalse);
if (SQ_FAILED(sq_call(vm, 3, SQFalse, SQFalse))) return false;
/* Pop 1) The version, 2) the savegame data, 3) the object instance, 4) the function pointer. */
sq_pop(vm, 4);
return true;
}