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) |
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| 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.