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Thanks, I'll try it.
2009-10-08 22:12:16 UTC in ORTS
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So the appropriate place to look for consistent IDs is PlayerInfo::id2obj?.
2009-10-08 22:03:27 UTC in ORTS
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I put a print method in the Game class, and call it in the client and server after updates. I got the output above.
void Game::print_objects() {
cout << "Objects:" << endl;
FORU (i, player_n+1) {
cout << " player " << i << endl;
FORALL (objs[i], j) {
cout << " object...
2009-10-08 21:48:25 UTC in ORTS
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I've printed out the object IDs kept by the Game object in the client and the server, and it looks like they number objects independently. So how does an action message from the client get translated to an action on a server object when they use different IDs? Here's an example from game 1:
Server:
Objects:
player 0
object 1 scorekeeper
object 12 player_class
object...
2009-10-08 21:03:51 UTC in ORTS
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I want to analyze the state sequence offline to see what kind of feature extraction would be useful for an AI. Another thing I could try would be to save the client's view of the state rather than the server's.
Saving state fails in ScriptObj::save() where there is an error macro
ERR("need PlayerInfo data here");
so I guess saving was disabled for some reason. Commenting...
2009-06-29 21:18:10 UTC in ORTS
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Thanks. I will try writing some code to have the server log state. I just needed to check if this was already implemented.
2009-06-29 17:54:29 UTC in ORTS
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There is an option "-savefile : file to save state to" in the GameStateModule, but I don't see how to trigger saving the state. In Server.C there is
if (game->get_save_req()) {
ostringstream oss;
game->save(oss);
and in Game.C there is
void Game::preprocess_actions(Vector<string> &actions)
{
FORALL (actions, it) {
const string...
2009-06-25 23:21:28 UTC in ORTS