Talk:HowTo/Search for objects in the world: Difference between revisions

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Errors in first script
 
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P.S. For some reason I don't know yet, I'm no more able to edit the main page?
P.S. For some reason I don't know yet, I'm no more able to edit the main page?
Is there some reason I don't know why?
For other pages I#m able. Is there some reason I don't know why?


(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 10:08, 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)

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.