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-rw-r--r--src/ai/ai_instance.cpp14
1 files changed, 11 insertions, 3 deletions
diff --git a/src/ai/ai_instance.cpp b/src/ai/ai_instance.cpp
index 0ab577a0e..2edb7db42 100644
--- a/src/ai/ai_instance.cpp
+++ b/src/ai/ai_instance.cpp
@@ -304,9 +304,17 @@ void AIInstance::GameLoop()
AIObject::SetAllowDoCommand(false);
/* Run the constructor if it exists. Don't allow any DoCommands in it. */
if (this->engine->MethodExists(*this->instance, "constructor")) {
- if (!this->engine->CallMethod(*this->instance, "constructor")) { this->Died(); return; }
+ if (!this->engine->CallMethod(*this->instance, "constructor", 100000) || this->engine->IsSuspended()) {
+ if (this->engine->IsSuspended()) AILog::Error("This AI took too long to initialize. AI is not started.");
+ this->Died();
+ return;
+ }
+ }
+ if (!this->CallLoad() || this->engine->IsSuspended()) {
+ if (this->engine->IsSuspended()) AILog::Error("This AI took too long in the Load function. AI is not started.");
+ this->Died();
+ return;
}
- if (!this->CallLoad()) { this->Died(); return; }
AIObject::SetAllowDoCommand(true);
/* Start the AI by calling Start() */
if (!this->engine->CallMethod(*this->instance, "Start", _settings_game.ai.ai_max_opcode_till_suspend) || !this->engine->IsSuspended()) this->Died();
@@ -702,7 +710,7 @@ bool AIInstance::CallLoad()
/* Call the AI load function. sq_call removes the arguments (but not the
* function pointer) from the stack. */
- if (SQ_FAILED(sq_call(vm, 3, SQFalse, SQFalse))) return false;
+ if (SQ_FAILED(sq_call(vm, 3, SQFalse, SQFalse, 100000))) return false;
/* Pop 1) The version, 2) the savegame data, 3) the object instance, 4) the function pointer. */
sq_pop(vm, 4);