add some debug to Reservable so we can see what retardage is happening

This commit is contained in:
Chris Forbes
2010-08-01 11:49:55 +12:00
parent 039a42cfef
commit a0ca52491e

View File

@@ -13,25 +13,39 @@ using OpenRA.Traits;
namespace OpenRA.Mods.RA namespace OpenRA.Mods.RA
{ {
class ReservableInfo : TraitInfo<Reservable> { } class ReservableInfo : ITraitInfo
{
public object Create(ActorInitializer init) { return new Reservable(init.self); }
}
public class Reservable : ITick public class Reservable : ITick
{ {
Actor reservedFor; Actor reservedFor;
Actor self;
public Reservable(Actor self) { this.self = self; }
public void Tick(Actor self) public void Tick(Actor self)
{ {
if (reservedFor == null) if (reservedFor == null)
return; /* nothing to do */ return; /* nothing to do */
if (reservedFor.IsDead() || !reservedFor.IsInWorld) if (reservedFor.IsDead() || !reservedFor.IsInWorld) // todo: replace with Target.IsValid?
reservedFor = null; /* not likely to arrive now. */ reservedFor = null; /* not likely to arrive now. */
} }
public IDisposable Reserve(Actor forActor) public IDisposable Reserve(Actor forActor)
{ {
reservedFor = forActor; reservedFor = forActor;
return new DisposableAction(() => reservedFor = null); Game.Debug("#{0} {1} reserved by #{2} {3}".F(
self.ActorID, self.Info.Name, forActor.ActorID, forActor.Info.Name));
return new DisposableAction(() =>
{
Game.Debug("#{0} {1} unreserved".F(
self.ActorID, self.Info.Name));
reservedFor = null;
});
} }
public static bool IsReserved(Actor a) public static bool IsReserved(Actor a)