added more guards and debug info related to AI bugs
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@ -246,7 +246,7 @@ CommandResult AiInterface::giveCommand(int unitIndex, const CommandType *command
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sprintf(szBuf,"In [%s::%s Line: %d] Can not find AI unittype with unit index: %d, AI factionIndex = %d. Game out of synch.",__FILE__,__FUNCTION__,__LINE__,unitIndex,factionIndex);
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throw runtime_error(szBuf);
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}
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const CommandType* ct= unit->getType()->findCommandTypeById(commandType->getId());
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const CommandType* ct= (commandType != NULL ? unit->getType()->findCommandTypeById(commandType->getId()) : NULL);
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if(ct == NULL) {
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char szBuf[4096]="";
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sprintf(szBuf,"In [%s::%s Line: %d]\nCan not find AI command type for:\nunit = %d\n[%s]\n[%s]\nactual local factionIndex = %d.\nGame out of synch.",
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@ -73,8 +73,12 @@ std::string Command::toString() const {
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//SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__, __LINE__);
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std::string result = "";
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result = "commandType id = " + intToStr(commandType->getId()) + ", desc = " + commandType->toString() + ", pos = " + pos.getString() + ", facing = " + intToStr(facing.asInt());
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if(commandType != NULL) {
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result = "commandType id = " + intToStr(commandType->getId()) + ", desc = " + commandType->toString() + ", pos = " + pos.getString() + ", facing = " + intToStr(facing.asInt());
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}
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else {
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result = "commandType = NULL";
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}
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//SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__, __LINE__);
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//if(unitRef.getUnit() != NULL) {
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