Talk:HowTo/Search for objects in the world
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		< Talk:HowTo(Difference between revisions)
		
		
| Kcrowder13  (Talk | contribs)   (→Correct Async Object Search Sample Code:  new section) | |||
| Line 9: | Line 9: | ||
| (2024-04-11 10-18 ek.skirl) | (2024-04-11 10-18 ek.skirl) | ||
| + | |||
| + | == Correct Async Object Search Sample Code == | ||
| + | |||
| + |  thread void TrainSearch(void) | ||
| + |      { | ||
| + |           // prevent multiple threads | ||
| + |           if(m_bIsThreadedFunctiionRunning) return; | ||
| + | |||
| + |           // Start a search for any traincars within the world | ||
| + |           AsyncObjectSearchResult searchObj = World.GetNamedObjectList(AssetCategory.TrainCar, ""); | ||
| + | |||
| + |           // Sniff for search related messages, and then wait for either completion or failure | ||
| + |           Sniff(searchObj, "ObjectSearch", "", true); | ||
| + |           Message msg; | ||
| + |           wait() | ||
| + |           { | ||
| + |                on "ObjectSearch", "Failure", msg: | ||
| + |                     if (msg.src == searchObj) | ||
| + |                     continue; | ||
| + |                     Interface.Log("Search error " + searchObj.GetSearchErrorCode()); | ||
| + |                     break; | ||
| + |                on "ObjectSearch", "AsyncLoadComplete", msg: | ||
| + |                     if (msg.src == searchObj) | ||
| + |                     continue; | ||
| + |           }; | ||
| + | |||
| + |           // Check the results | ||
| + |           int errCode = searchObj.GetSearchErrorCode(); | ||
| + |           if (errCode != AsyncObjectSearchResult.ERROR_NONE) | ||
| + |           { | ||
| + |                // TODO: Add any error handling here, such as waiting and reattempting the | ||
| + |                // search later, showing an error message, throwing script exceptions, etc. | ||
| + |                     Interface.Log("WaybillTracker:: ERROR during async object search"); | ||
| + |                     m_bIsThreadedFunctionRunning = false; | ||
| + |                return; | ||
| + |           } | ||
| + | |||
| + |                // Get the search results | ||
| + |                NamedObjectInfo[] results = searchObj.GetResults(); | ||
| + | |||
| + |                // TODO: Add any processing of the results here | ||
| + |                string successmsg = "WaybillTracker:: Size of results of async object search" + results[0].localisedUsername; | ||
| + | |||
| + |                Interface.Log(successmsg); | ||
| + |                m_bIsThreadedFunctionRunning = false; | ||
| + |      } | ||
| + | |||
| + |      NamedObjectInfo[] contains 4 properties: | ||
| + |         GameObject      objectRef;   Holds reference to object 'IF' loaded. Reference may go out of scope and be lost, for long term storge GameObjectId should be used. A call to Router.DoesGameObjectStillExist() should be called before accessing the GameObject reference. | ||
| + |         GameObjectId    objectId; Currently the safest to use for long term storage of objects. May be subject to change in the future. | ||
| + |         string          localisedUsername;  Localized display name for the object. | ||
| + |         string          categoryString;    The asset category of the current object. | ||
Latest revision as of 20:08, 21 May 2025
Script error in lines 12, 17, 23: The pointer variable asyncSearch has to be searchObj.
Or vice versa in lines 3, 6, 31: The pointer variable searchObj has to be asyncSearch
P.S. For some reason I don't know yet, I'm no more able to edit the main page? For other pages I#m able. Is there some reason I don't know why?
(2024-04-11 10-18 ek.skirl)
[edit] Correct Async Object Search Sample Code
thread void TrainSearch(void)
    {
         // prevent multiple threads
         if(m_bIsThreadedFunctiionRunning) return;
         // Start a search for any traincars within the world
         AsyncObjectSearchResult searchObj = World.GetNamedObjectList(AssetCategory.TrainCar, "");
         
         // Sniff for search related messages, and then wait for either completion or failure
         Sniff(searchObj, "ObjectSearch", "", true);
         Message msg;
         wait()
         {
              on "ObjectSearch", "Failure", msg:
                   if (msg.src == searchObj)
                   continue;
                   Interface.Log("Search error " + searchObj.GetSearchErrorCode());
                   break;
              on "ObjectSearch", "AsyncLoadComplete", msg:
                   if (msg.src == searchObj)
                   continue;
         };
         
         // Check the results
         int errCode = searchObj.GetSearchErrorCode();
         if (errCode != AsyncObjectSearchResult.ERROR_NONE)
         {
              // TODO: Add any error handling here, such as waiting and reattempting the
              // search later, showing an error message, throwing script exceptions, etc.
                   Interface.Log("WaybillTracker:: ERROR during async object search");
                   m_bIsThreadedFunctionRunning = false;
              return;
         }
         
              // Get the search results
              NamedObjectInfo[] results = searchObj.GetResults();
              
              // TODO: Add any processing of the results here
              string successmsg = "WaybillTracker:: Size of results of async object search" + results[0].localisedUsername;
              Interface.Log(successmsg);
              m_bIsThreadedFunctionRunning = false;
    }
    NamedObjectInfo[] contains 4 properties:
       GameObject      objectRef;   Holds reference to object 'IF' loaded. Reference may go out of scope and be lost, for long term storge GameObjectId should be used. A call to Router.DoesGameObjectStillExist() should be called before accessing the GameObject reference.
       GameObjectId    objectId; Currently the safest to use for long term storage of objects. May be subject to change in the future.
       string          localisedUsername;  Localized display name for the object.
       string          categoryString;    The asset category of the current object.
