Level Maintainer: don't queue jobs when all CPUs are busy. (#203)

This commit is contained in:
Alex Bee authored and GitHub committed 2024-03-27 15:59:20 +01:00
1 parent f175d70f0c
commit f7d25c6daa
1 file changed
+16 -3
@@ -26,6 +26,7 @@ import appeng.api.implementations.IPowerChannelState;
import appeng.api.networking.GridFlags;
import appeng.api.networking.IGrid;
import appeng.api.networking.IGridNode;
import appeng.api.networking.crafting.ICraftingCPU;
import appeng.api.networking.crafting.ICraftingGrid;
import appeng.api.networking.crafting.ICraftingJob;
import appeng.api.networking.crafting.ICraftingLink;
@@ -141,6 +142,17 @@ public class TileLevelMaintainer extends AENetworkTile
final IGrid grid = getProxy().getGrid();
final IItemList<IAEItemStack> inv = getProxy().getStorage().getItemInventory().getStorageList();
// Check there are available crafting CPUs before doing any work.
// This hopefully stops level maintainers busy-looping calculating
// crafting tasks that cannot be successfully submitted.
boolean allBusy = true;
for (final ICraftingCPU cpu : craftingGrid.getCpus()) {
if (!cpu.isBusy()) {
allBusy = false;
break;
}
}
// Find a request that we can submit to the network.
// If there is none, find the next request we can begin calculating.
ICraftingJob jobToSubmit = null;
@@ -163,9 +175,10 @@ public class TileLevelMaintainer extends AENetworkTile
boolean shouldCraft = isCraftable && aeItem.getStackSize() < quantity;
if (isDone) requests.updateState(i, State.Idle);
if (!isCraftable) requests.updateState(i, State.Error);
if (craftingGrid.canEmitFor(craftItem) || craftingGrid.isRequesting(craftItem)
|| !isDone
|| !shouldCraft)
if (allBusy || !isDone
|| !shouldCraft
|| craftingGrid.canEmitFor(craftItem)
|| craftingGrid.isRequesting(craftItem))
continue;
// do crafting
Future<ICraftingJob> jobTask = requests.getJob(i);