Repository navigation
Conversation
Author
|
aw shucks, right after I opened this I realized #204 does a similar thing. totally missed it in the PR list, my bad Though I'll still mention that the approaches differ - primarily, with this PR, jobs survive even if nothing in Lua still references the status, so fire and forget craftable.request(n) keeps working across reloads. it also relinks after grid rebuilds and doesn't drop the job if the computer loads more than 3s after the CPU happy to close this if you'd rather go with the other one |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
Summary
Crafting jobs requested from a computer were cancelled whenever their network reloaded, like on a server restart or chunk unload. AE2 only re-ties a job to a requester that's a block on the network, and a computer's request isn't one.
The server now keeps these jobs, with the controller or interface acting as the requester, and re-ties each job once the controller and the CPU are both loaded again.
tested in devenv as well as my base in fullpack, in both cases computer-requested crafts now survive restarts and chunk unloads
Checklist