diff --git a/docs/scarpet/Full.md b/docs/scarpet/Full.md index 035c4560..b5aec1b9 100644 --- a/docs/scarpet/Full.md +++ b/docs/scarpet/Full.md @@ -4860,9 +4860,24 @@ averaging. ### `game_tick(mstime?)` -Causes game to run for one tick. By default runs it and returns control to the program, but can optionally -accept expected tick length, in milliseconds. You can't use it to permanently change the game speed, but setting -longer commands with custom tick speeds can be interrupted via `/script stop` command +Causes game to run for one tick. By default, it runs it and returns control to the program, but can optionally +accept expected tick length, in milliseconds, waits that extra remaining time and then returns the control to the program. +You can't use it to permanently change the game speed, but setting +longer commands with custom tick speeds can be interrupted via `/script stop` command - if you can get access to the +command terminal. + +Running `game_tick()` as part of the code that runs within the game tick itself is generally a bad idea, +unless you know what this entails. Triggering the `game_tick()` will cause the current (shoulder) tick to pause, then run the internal tick, +then run the rest of the shoulder tick, which may lead to artifacts in between regular code execution and your game simulation code. +If you need to break +up your execution into chunks, you could queue the rest of the work into the next task using `schedule`, or perform your actions +defining `__on_tick()` event handler, but in case you need to take a full control over the game loop and run some simulations using +`game_tick()` as the way to advance the game progress, that might be the simplest way to do it, +and triggering the script in a 'proper' way (there is not 'proper' way, but via commmand line, or server chat is the most 'proper'), +would be the safest way to do it. For instance, running `game_tick()` from a command block triggered with a button, or in an entity + event triggered in an entity tick, may technically +cause the game to run and encounter that call again, causing stack to overflow. Thankfully it doesn't happen in vanilla running +carpet, but may happen with other modified (modded) versions of the game.
loop(1000,game_tick()) // runs the game as fast as it can for 1000 ticks
diff --git a/docs/scarpet/api/Auxiliary.md b/docs/scarpet/api/Auxiliary.md
index 49a24255..3db7a3df 100644
--- a/docs/scarpet/api/Auxiliary.md
+++ b/docs/scarpet/api/Auxiliary.md
@@ -406,9 +406,24 @@ averaging.
### `game_tick(mstime?)`
-Causes game to run for one tick. By default runs it and returns control to the program, but can optionally
-accept expected tick length, in milliseconds. You can't use it to permanently change the game speed, but setting
-longer commands with custom tick speeds can be interrupted via `/script stop` command
+Causes game to run for one tick. By default, it runs it and returns control to the program, but can optionally
+accept expected tick length, in milliseconds, waits that extra remaining time and then returns the control to the program.
+You can't use it to permanently change the game speed, but setting
+longer commands with custom tick speeds can be interrupted via `/script stop` command - if you can get access to the
+command terminal.
+
+Running `game_tick()` as part of the code that runs within the game tick itself is generally a bad idea,
+unless you know what this entails. Triggering the `game_tick()` will cause the current (shoulder) tick to pause, then run the internal tick,
+then run the rest of the shoulder tick, which may lead to artifacts in between regular code execution and your game simulation code.
+If you need to break
+up your execution into chunks, you could queue the rest of the work into the next task using `schedule`, or perform your actions
+defining `__on_tick()` event handler, but in case you need to take a full control over the game loop and run some simulations using
+`game_tick()` as the way to advance the game progress, that might be the simplest way to do it,
+and triggering the script in a 'proper' way (there is not 'proper' way, but via commmand line, or server chat is the most 'proper'),
+would be the safest way to do it. For instance, running `game_tick()` from a command block triggered with a button, or in an entity
+ event triggered in an entity tick, may technically
+cause the game to run and encounter that call again, causing stack to overflow. Thankfully it doesn't happen in vanilla running
+carpet, but may happen with other modified (modded) versions of the game.
loop(1000,game_tick()) // runs the game as fast as it can for 1000 ticks
diff --git a/src/main/java/carpet/script/CarpetScriptServer.java b/src/main/java/carpet/script/CarpetScriptServer.java
index 7f0a3f2c..f6f47d2d 100644
--- a/src/main/java/carpet/script/CarpetScriptServer.java
+++ b/src/main/java/carpet/script/CarpetScriptServer.java
@@ -51,6 +51,7 @@ public class CarpetScriptServer
public Set unloadableModules;
public long tickStart;
public boolean stopAll;
+ public int tickDepth;
private Set holyMoly;
public CarpetEventServer events;
diff --git a/src/main/java/carpet/script/api/Auxiliary.java b/src/main/java/carpet/script/api/Auxiliary.java
index ecee7ce6..4be49ac0 100644
--- a/src/main/java/carpet/script/api/Auxiliary.java
+++ b/src/main/java/carpet/script/api/Auxiliary.java
@@ -634,30 +634,40 @@ public class Auxiliary {
expression.addLazyFunction("game_tick", -1, (c, t, lv) -> {
- ServerCommandSource s = ((CarpetContext)c).s;
+ CarpetContext cc = (CarpetContext)c;
+ ServerCommandSource s = cc.s;
if (!s.getMinecraftServer().isOnThread()) throw new InternalExpressionException("Unable to run ticks from threads");
- ((MinecraftServerInterface)s.getMinecraftServer()).forceTick( () -> System.nanoTime()- CarpetServer.scriptServer.tickStart<50000000L);
- if (lv.size()>0)
+ if (CarpetServer.scriptServer.tickDepth > 16) throw new InternalExpressionException("'game_tick' function caused other 'game_tick' functions to run. You should not allow that.");
+ try
{
- long ms_total = NumericValue.asNumber(lv.get(0).evalValue(c)).getLong();
- long end_expected = CarpetServer.scriptServer.tickStart+ms_total*1000000L;
- long wait = end_expected-System.nanoTime();
- if (wait > 0L)
+ CarpetServer.scriptServer.tickDepth ++;
+ ((MinecraftServerInterface) s.getMinecraftServer()).forceTick(() -> System.nanoTime() - CarpetServer.scriptServer.tickStart < 50000000L);
+ if (lv.size() > 0)
{
- try
- {
- Thread.sleep(wait/1000000L);
- }
- catch (InterruptedException ignored)
+ long ms_total = NumericValue.asNumber(lv.get(0).evalValue(c)).getLong();
+ long end_expected = CarpetServer.scriptServer.tickStart + ms_total * 1000000L;
+ long wait = end_expected - System.nanoTime();
+ if (wait > 0L)
{
+ try
+ {
+ Thread.sleep(wait / 1000000L);
+ }
+ catch (InterruptedException ignored)
+ {
+ }
}
}
+ CarpetServer.scriptServer.tickStart = System.nanoTime(); // for the next tick
+ Thread.yield();
+ }
+ finally
+ {
+ CarpetServer.scriptServer.tickDepth --;
}
- CarpetServer.scriptServer.tickStart = System.nanoTime(); // for the next tick
- Thread.yield();
if(CarpetServer.scriptServer.stopAll)
throw new ExitStatement(Value.NULL);
- return (cc, tt) -> Value.TRUE;
+ return (_c, _t) -> Value.TRUE;
});
expression.addLazyFunction("seed", -1, (c, t, lv) -> {