Error() public method

public Error ( ) : void
return void
Ejemplo n.º 1
0
        /** Force recalculation of the current path.
         * If there is an ongoing path calculation, it will be canceled (so make sure you leave time for the paths to get calculated before calling this function again).
         */
        public virtual void UpdatePath()
        {
            canSearchPath      = true;
            waitingForPathCalc = false;
            Path p = seeker.GetCurrentPath();

            //Cancel any eventual pending pathfinding request
            if (p != null && !seeker.IsDone())
            {
                p.Error();
                // Make sure it is recycled. We won't receive a callback for this one since we
                // replace the path directly after this
                p.Claim(this);
                p.Release(this);
            }

            waitingForPathCalc = true;
            lastRepath         = Time.time;

            if (target != null)
            {
                seeker.StartPath(tr.position, target.position);
            }

//          seeker.StartPath(tr.position, targetPosition);
        }
 static int Error(IntPtr L)
 {
     try
     {
         ToLua.CheckArgsCount(L, 1);
         Pathfinding.Path obj = (Pathfinding.Path)ToLua.CheckObject <Pathfinding.Path>(L, 1);
         obj.Error();
         return(0);
     }
     catch (Exception e)
     {
         return(LuaDLL.toluaL_exception(L, e));
     }
 }
Ejemplo n.º 3
0
		public virtual void UpdatePath()
		{
			this.canSearchPath = true;
			this.waitingForPathCalc = false;
			Path currentPath = this.seeker.GetCurrentPath();
			if (currentPath != null && !this.seeker.IsDone())
			{
				currentPath.Error();
				currentPath.Claim(this);
				currentPath.Release(this, false);
			}
			this.waitingForPathCalc = true;
			this.lastRepath = Time.time;
			this.seeker.StartPath(this.tr.position, this.target.position);
		}
Ejemplo n.º 4
0
		public override void UpdatePath()
		{
			this.canSearchPath = true;
			this.waitingForPathCalc = false;
			Path currentPath = this.seeker.GetCurrentPath();
			if (currentPath != null && !this.seeker.IsDone())
			{
				currentPath.Error();
				currentPath.Claim(this);
				currentPath.Release(this, false);
			}
			this.waitingForPathCalc = true;
			this.lastRepath = Time.time;
			Matrix4x4 matrix = this.graph.GetMatrix();
			this.seeker.StartPath(matrix.MultiplyPoint3x4(this.tr.position), matrix.MultiplyPoint3x4(this.target.position));
		}
Ejemplo n.º 5
0
        public override void UpdatePath()
        {
            base.canSearchPath      = true;
            base.waitingForPathCalc = false;
            Path currentPath = base.seeker.GetCurrentPath();

            if ((currentPath != null) && !base.seeker.IsDone())
            {
                currentPath.Error();
                currentPath.Claim(this);
                currentPath.Release(this, false);
            }
            base.waitingForPathCalc = true;
            base.lastRepath         = Time.time;
            Matrix4x4 matrix = this.graph.GetMatrix();
            Vector3   start  = matrix.MultiplyPoint3x4(base.tr.position);

            base.seeker.StartPath(start, matrix.MultiplyPoint3x4(base.target.position));
        }
Ejemplo n.º 6
0
	/** Puts the Path in queue for calculation.
	  * The callback specified when constructing the path will be called when the path has been calculated.
	  * Usually you should use the Seeker component instead of calling this function directly.
	  * 
	  * \param p The path that should be put in queue for calculation
	  * \param pushToFront If true, the path will be pushed to the front of the queue, bypassing all waiting paths and making it the next path to be calculated.
	  * This can be useful if you have a path which you want to prioritize over all others. Be careful to not overuse it though.
	  * If too many paths are put in the front of the queue often, this can lead to normal paths having to wait a very long time before being calculated.
	  */
	public static void StartPath (Path p, bool pushToFront = false) {
		
		if (active == null) {
			Debug.LogError ("There is no AstarPath object in the scene");
			return;
		}
		
		if (p.GetState() != PathState.Created) {
			throw new System.Exception ("The path has an invalid state. Expected " + PathState.Created + " found " + p.GetState() + "\n" +
				"Make sure you are not requesting the same path twice");
		}
		
		if (active.pathQueue.IsTerminating) {
			p.Error ();
			p.LogError ("No new paths are accepted");
			return;
		}
		
		if (active.graphs == null || active.graphs.Length == 0) {
			Debug.LogError ("There are no graphs in the scene");
			p.Error ();
			p.LogError ("There are no graphs in the scene");
			Debug.LogError (p.errorLog);
			return;
		}
		
		p.Claim (active);
		
		
		//Will increment to PathQueue
		p.AdvanceState (PathState.PathQueue);
		if (pushToFront) {
			active.pathQueue.PushFront (p);
		} else {
			active.pathQueue.Push (p);
		}
	}
Ejemplo n.º 7
0
	/** Puts the Path in queue for calculation.
	  * The callback specified when constructing the path will be called when the path has been calculated.
	  * Usually you should use the Seeker component instead of calling this function directly.
	  */
	public static void StartPath (Path p) {
		
		if (active == null) {
			Debug.LogError ("There is no AstarPath object in the scene");
			return;
		}
		
		if (p.GetState() != PathState.Created) {
			throw new System.Exception ("The path has an invalid state. Expected " + PathState.Created + " found " + p.GetState() + "\n" +
				"Make sure you are not requesting the same path twice");
		}
		
		if (!active.acceptNewPaths) {
			p.Error ();
			p.LogError ("No new paths are accepted");
			//Debug.LogError (p.errorLog);
			//p.ReturnPath ();
			return;
		}
		
		if (active.graphs == null || active.graphs.Length == 0) {
			Debug.LogError ("There are no graphs in the scene");
			p.Error ();
			p.LogError ("There are no graphs in the scene");
			Debug.LogError (p.errorLog);
			//p.ReturnPath ();
			return;
		}
		
		/*MultithreadPath p2 = p as MultithreadPath;
		if (p2 == null) {
			Debug.LogError ("Path Not Set Up For Multithreading");
			return;
		}*/
		
		p.Claim (active);
		
		lock (pathQueue) {
			//Will increment to PathQueue
			p.AdvanceState (PathState.PathQueue);
			pathQueue.Enqueue (p);
			if (doSetQueueState)
				pathQueueFlag.Set ();
		}
	}
Ejemplo n.º 8
0
		private IEnumerator CalculatePaths(PathThreadInfo threadInfo)
		{
			int numPaths = 0;
			PathHandler runData = threadInfo.runData;
			if (runData.nodes == null)
			{
				throw new NullReferenceException("NodeRuns must be assigned to the threadInfo.runData.nodes field before threads are started\nthreadInfo is an argument to the thread functions");
			}
			long maxTicks = (long)(this.astar.maxFrameTime * 10000f);
			long targetTick = DateTime.UtcNow.Ticks + maxTicks;
			for (;;)
			{
				Path p = null;
				bool blockedBefore = false;
				while (p == null)
				{
					try
					{
						p = this.queue.PopNoBlock(blockedBefore);
						blockedBefore |= (p == null);
					}
					catch (ThreadControlQueue.QueueTerminationException)
					{
						yield break;
					}
					if (p == null)
					{
						yield return null;
					}
				}
				maxTicks = (long)(this.astar.maxFrameTime * 10000f);
				p.PrepareBase(runData);
				p.AdvanceState(PathState.Processing);
				Action<Path> tmpOnPathPreSearch = this.OnPathPreSearch;
				if (tmpOnPathPreSearch != null)
				{
					tmpOnPathPreSearch(p);
				}
				numPaths++;
				long startTicks = DateTime.UtcNow.Ticks;
				long totalTicks = 0L;
				p.Prepare();
				if (!p.IsDone())
				{
					this.astar.debugPath = p;
					p.Initialize();
					while (!p.IsDone())
					{
						p.CalculateStep(targetTick);
						p.searchIterations++;
						if (p.IsDone())
						{
							break;
						}
						totalTicks += DateTime.UtcNow.Ticks - startTicks;
						yield return null;
						startTicks = DateTime.UtcNow.Ticks;
						if (this.queue.IsTerminating)
						{
							p.Error();
						}
						targetTick = DateTime.UtcNow.Ticks + maxTicks;
					}
					totalTicks += DateTime.UtcNow.Ticks - startTicks;
					p.duration = (float)totalTicks * 0.0001f;
				}
				p.Cleanup();
				OnPathDelegate tmpImmediateCallback = p.immediateCallback;
				if (tmpImmediateCallback != null)
				{
					tmpImmediateCallback(p);
				}
				Action<Path> tmpOnPathPostSearch = this.OnPathPostSearch;
				if (tmpOnPathPostSearch != null)
				{
					tmpOnPathPostSearch(p);
				}
				this.returnQueue.Enqueue(p);
				p.AdvanceState(PathState.ReturnQueue);
				if (DateTime.UtcNow.Ticks > targetTick)
				{
					yield return null;
					targetTick = DateTime.UtcNow.Ticks + maxTicks;
					numPaths = 0;
				}
			}
			yield break;
		}
Ejemplo n.º 9
0
		private void CalculatePathsThreaded(PathThreadInfo threadInfo)
		{
			try
			{
				PathHandler runData = threadInfo.runData;
				if (runData.nodes == null)
				{
					throw new NullReferenceException("NodeRuns must be assigned to the threadInfo.runData.nodes field before threads are started\nthreadInfo is an argument to the thread functions");
				}
				long num = (long)(this.astar.maxFrameTime * 10000f);
				long num2 = DateTime.UtcNow.Ticks + num;
				for (;;)
				{
					Path path = this.queue.Pop();
					num = (long)(this.astar.maxFrameTime * 10000f);
					path.PrepareBase(runData);
					path.AdvanceState(PathState.Processing);
					if (this.OnPathPreSearch != null)
					{
						this.OnPathPreSearch(path);
					}
					long ticks = DateTime.UtcNow.Ticks;
					long num3 = 0L;
					path.Prepare();
					if (!path.IsDone())
					{
						this.astar.debugPath = path;
						path.Initialize();
						while (!path.IsDone())
						{
							path.CalculateStep(num2);
							path.searchIterations++;
							if (path.IsDone())
							{
								break;
							}
							num3 += DateTime.UtcNow.Ticks - ticks;
							Thread.Sleep(0);
							ticks = DateTime.UtcNow.Ticks;
							num2 = ticks + num;
							if (this.queue.IsTerminating)
							{
								path.Error();
							}
						}
						num3 += DateTime.UtcNow.Ticks - ticks;
						path.duration = (float)num3 * 0.0001f;
					}
					path.Cleanup();
					if (path.immediateCallback != null)
					{
						path.immediateCallback(path);
					}
					if (this.OnPathPostSearch != null)
					{
						this.OnPathPostSearch(path);
					}
					this.returnQueue.Enqueue(path);
					path.AdvanceState(PathState.ReturnQueue);
					if (DateTime.UtcNow.Ticks > num2)
					{
						Thread.Sleep(1);
						num2 = DateTime.UtcNow.Ticks + num;
					}
				}
			}
			catch (Exception ex)
			{
				if (ex is ThreadAbortException || ex is ThreadControlQueue.QueueTerminationException)
				{
					if (this.astar.logPathResults == PathLog.Heavy)
					{
						Debug.LogWarning("Shutting down pathfinding thread #" + threadInfo.threadIndex);
					}
					return;
				}
				Debug.LogException(ex);
				Debug.LogError("Unhandled exception during pathfinding. Terminating.");
				this.queue.TerminateReceivers();
			}
			Debug.LogError("Error : This part should never be reached.");
			this.queue.ReceiverTerminated();
		}
Ejemplo n.º 10
0
        /** Main pathfinding method.
         * This method will calculate the paths in the pathfinding queue.
         *
         * \see CalculatePathsThreaded
         * \see StartPath
         */
        IEnumerator CalculatePaths(PathThreadInfo threadInfo)
        {
            int numPaths = 0;

            // Initialize memory for this thread
            PathHandler runData = threadInfo.runData;

            if (runData.nodes == null)
            {
                throw new System.NullReferenceException("NodeRuns must be assigned to the threadInfo.runData.nodes field before threads are started\n" +
                                                        "threadInfo is an argument to the thread functions");
            }

            // Max number of ticks before yielding/sleeping
            long maxTicks   = (long)(astar.maxFrameTime * 10000);
            long targetTick = System.DateTime.UtcNow.Ticks + maxTicks;

            while (true)
            {
                //The path we are currently calculating
                Path p = null;

                AstarProfiler.StartProfile("Path Queue");

                //Try to get the next path to be calculated
                bool blockedBefore = false;
                while (p == null)
                {
                    try {
                        p              = queue.PopNoBlock(blockedBefore);
                        blockedBefore |= p == null;
                    } catch (ThreadControlQueue.QueueTerminationException) {
                        yield break;
                    }

                    if (p == null)
                    {
                        AstarProfiler.EndProfile();
                        yield return(null);

                        AstarProfiler.StartProfile("Path Queue");
                    }
                }

                AstarProfiler.EndProfile();

                AstarProfiler.StartProfile("Path Calc");

                //Max number of ticks we are allowed to continue working in one run
                //One tick is 1/10000 of a millisecond
                maxTicks = (long)(astar.maxFrameTime * 10000);

                p.PrepareBase(runData);

                //Now processing the path
                //Will advance to Processing
                p.AdvanceState(PathState.Processing);

                // Call some callbacks
                // It needs to be stored in a local variable to avoid race conditions
                var tmpOnPathPreSearch = OnPathPreSearch;
                if (tmpOnPathPreSearch != null)
                {
                    tmpOnPathPreSearch(p);
                }

                numPaths++;

                //Tick for when the path started, used for calculating how long time the calculation took
                long startTicks = System.DateTime.UtcNow.Ticks;
                long totalTicks = 0;

                AstarProfiler.StartFastProfile(8);

                AstarProfiler.StartFastProfile(0);
                //Prepare the path
                AstarProfiler.StartProfile("Path Prepare");
                p.Prepare();
                AstarProfiler.EndProfile("Path Prepare");
                AstarProfiler.EndFastProfile(0);

                // Check if the Prepare call caused the path to complete
                // If this happens the path usually failed
                if (!p.IsDone())
                {
                    //For debug uses, we set the last computed path to p, so we can view debug info on it in the editor (scene view).
                    astar.debugPath = p;

                    //Initialize the path, now ready to begin search
                    AstarProfiler.StartProfile("Path Initialize");
                    p.Initialize();
                    AstarProfiler.EndProfile();

                    //The error can turn up in the Init function
                    while (!p.IsDone())
                    {
                        // Do some work on the path calculation.
                        // The function will return when it has taken too much time
                        // or when it has finished calculation
                        AstarProfiler.StartFastProfile(2);

                        AstarProfiler.StartProfile("Path Calc Step");
                        p.CalculateStep(targetTick);
                        AstarProfiler.EndFastProfile(2);
                        p.searchIterations++;

                        AstarProfiler.EndProfile();

                        // If the path has finished calculation, we can break here directly instead of sleeping
                        // Improves latency
                        if (p.IsDone())
                        {
                            break;
                        }

                        AstarProfiler.EndFastProfile(8);
                        totalTicks += System.DateTime.UtcNow.Ticks - startTicks;
                        // Yield/sleep so other threads can work

                        AstarProfiler.EndProfile();
                        yield return(null);

                        AstarProfiler.StartProfile("Path Calc");

                        startTicks = System.DateTime.UtcNow.Ticks;
                        AstarProfiler.StartFastProfile(8);

                        //Cancel function (and thus the thread) if no more paths should be accepted.
                        //This is done when the A* object is about to be destroyed
                        //The path is returned and then this function will be terminated (see similar IF statement higher up in the function)
                        if (queue.IsTerminating)
                        {
                            p.Error();
                        }

                        targetTick = System.DateTime.UtcNow.Ticks + maxTicks;
                    }

                    totalTicks += System.DateTime.UtcNow.Ticks - startTicks;
                    p.duration  = totalTicks * 0.0001F;

                                        #if ProfileAstar
                    System.Threading.Interlocked.Increment(ref AstarPath.PathsCompleted);
                    System.Threading.Interlocked.Add(ref AstarPath.TotalSearchedNodes, p.searchedNodes);
                                        #endif
                }

                // Cleans up node tagging and other things
                p.Cleanup();

                AstarProfiler.EndFastProfile(8);

                // Call the immediate callback
                // It needs to be stored in a local variable to avoid race conditions
                var tmpImmediateCallback = p.immediateCallback;
                if (tmpImmediateCallback != null)
                {
                    tmpImmediateCallback(p);
                }

                AstarProfiler.StartFastProfile(13);

                // It needs to be stored in a local variable to avoid race conditions
                var tmpOnPathPostSearch = OnPathPostSearch;
                if (tmpOnPathPostSearch != null)
                {
                    tmpOnPathPostSearch(p);
                }

                AstarProfiler.EndFastProfile(13);

                //Push the path onto the return stack
                //It will be detected by the main Unity thread and returned as fast as possible (the next late update)
                returnQueue.Enqueue(p);

                p.AdvanceState(PathState.ReturnQueue);

                AstarProfiler.EndProfile();

                //Wait a bit if we have calculated a lot of paths
                if (System.DateTime.UtcNow.Ticks > targetTick)
                {
                    yield return(null);

                    targetTick = System.DateTime.UtcNow.Ticks + maxTicks;
                    numPaths   = 0;
                }
            }
        }
Ejemplo n.º 11
0
        /** Main pathfinding method (multithreaded).
         * This method will calculate the paths in the pathfinding queue when multithreading is enabled.
         *
         * \see CalculatePaths
         * \see StartPath
         *
         * \astarpro
         */
        void CalculatePathsThreaded(PathThreadInfo threadInfo)
        {
#if !ASTAR_FAST_BUT_NO_EXCEPTIONS
            try {
#endif

            //Initialize memory for this thread
            PathHandler runData = threadInfo.runData;

            if (runData.nodes == null)
            {
                throw new System.NullReferenceException("NodeRuns must be assigned to the threadInfo.runData.nodes field before threads are started\nthreadInfo is an argument to the thread functions");
            }

            //Max number of ticks before yielding/sleeping
            long maxTicks   = (long)(astar.maxFrameTime * 10000);
            long targetTick = System.DateTime.UtcNow.Ticks + maxTicks;

            while (true)
            {
                //The path we are currently calculating
                Path p = queue.Pop();

                //Max number of ticks we are allowed to continue working in one run
                //One tick is 1/10000 of a millisecond
                maxTicks = (long)(astar.maxFrameTime * 10000);


                AstarProfiler.StartFastProfile(0);
                p.PrepareBase(runData);

                //Now processing the path
                //Will advance to Processing
                p.AdvanceState(PathState.Processing);

                //Call some callbacks
                if (OnPathPreSearch != null)
                {
                    OnPathPreSearch(p);
                }

                //Tick for when the path started, used for calculating how long time the calculation took
                long startTicks = System.DateTime.UtcNow.Ticks;
                long totalTicks = 0;

                //Prepare the path
                p.Prepare();

                AstarProfiler.EndFastProfile(0);

                if (!p.IsDone())
                {
                    //For debug uses, we set the last computed path to p, so we can view debug info on it in the editor (scene view).
                    astar.debugPath = p;

                    AstarProfiler.StartFastProfile(1);

                    //Initialize the path, now ready to begin search
                    p.Initialize();

                    AstarProfiler.EndFastProfile(1);

                    //The error can turn up in the Init function
                    while (!p.IsDone())
                    {
                        //Do some work on the path calculation.
                        //The function will return when it has taken too much time
                        //or when it has finished calculation
                        AstarProfiler.StartFastProfile(2);
                        p.CalculateStep(targetTick);
                        p.searchIterations++;

                        AstarProfiler.EndFastProfile(2);

                        // If the path has finished calculation, we can break here directly instead of sleeping
                        if (p.IsDone())
                        {
                            break;
                        }

                        // Yield/sleep so other threads can work
                        totalTicks += System.DateTime.UtcNow.Ticks - startTicks;
                        Thread.Sleep(0);
                        startTicks = System.DateTime.UtcNow.Ticks;

                        targetTick = startTicks + maxTicks;

                        // Cancel function (and thus the thread) if no more paths should be accepted.
                        // This is done when the A* object is about to be destroyed
                        // The path is returned and then this function will be terminated
                        if (queue.IsTerminating)
                        {
                            p.Error();
                        }
                    }

                    totalTicks += System.DateTime.UtcNow.Ticks - startTicks;
                    p.duration  = totalTicks * 0.0001F;

#if ProfileAstar
                    System.Threading.Interlocked.Increment(ref AstarPath.PathsCompleted);
                    System.Threading.Interlocked.Add(ref AstarPath.TotalSearchedNodes, p.searchedNodes);
                    System.Threading.Interlocked.Add(ref AstarPath.TotalSearchTime, totalTicks);
#endif
                }

                // Cleans up node tagging and other things
                p.Cleanup();

                AstarProfiler.StartFastProfile(9);

                if (p.immediateCallback != null)
                {
                    p.immediateCallback(p);
                }

                if (OnPathPostSearch != null)
                {
                    OnPathPostSearch(p);
                }

                // Push the path onto the return stack
                // It will be detected by the main Unity thread and returned as fast as possible (the next late update hopefully)
                returnQueue.Enqueue(p);

                // Will advance to ReturnQueue
                p.AdvanceState(PathState.ReturnQueue);

                AstarProfiler.EndFastProfile(9);

                // Wait a bit if we have calculated a lot of paths
                if (System.DateTime.UtcNow.Ticks > targetTick)
                {
                    Thread.Sleep(1);
                    targetTick = System.DateTime.UtcNow.Ticks + maxTicks;
                }
            }
#if !ASTAR_FAST_BUT_NO_EXCEPTIONS
        }

        catch (System.Exception e) {
#if !NETFX_CORE
            if (e is ThreadAbortException || e is ThreadControlQueue.QueueTerminationException)
#else
            if (e is ThreadControlQueue.QueueTerminationException)
#endif
            {
                if (astar.logPathResults == PathLog.Heavy)
                {
                    Debug.LogWarning("Shutting down pathfinding thread #" + threadInfo.threadIndex);
                }
                return;
            }
            Debug.LogException(e);
            Debug.LogError("Unhandled exception during pathfinding. Terminating.");
            //Unhandled exception, kill pathfinding
            queue.TerminateReceivers();
        }
#endif

            Debug.LogError("Error : This part should never be reached.");
            queue.ReceiverTerminated();
        }