[0.18.10][Modding] LuaSurface.find_non_colliding_position() Infinite Loop 0 Radius

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DedlySpyder
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[0.18.10][Modding] LuaSurface.find_non_colliding_position() Infinite Loop 0 Radius

Post by DedlySpyder »

LuaSurface.find_non_colliding_position() with a 0 radius (which says it just searches intimately large) actually just loops infinitely. I made a small 10x10 empty surface and any time I ran it with 0 radius the game just hung and rapidly increased in memory.

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function breakFactorio()
	local surface = game.create_surface("test", {width = 10, height = 10})
	surface.find_non_colliding_position("wooden-chest", {0,0}, 0, 1, true)
	log("DONE")
end

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Re: [0.18.10][Modding] LuaSurface.find_non_colliding_position() Infinite Loop 0 Radius

Post by DedlySpyder »

After some more poking around at this, it seems that the chunks aren't generated yet (this confused me, because teleporting the character still works, I assume because it forces the generate). By calling the below I was able to use infinite radius.

Code: Select all

surface.request_to_generate_chunks({0,0}, 1)
surface.force_generate_chunk_requests()
While that is fine, the expectation would be that the game should either error out and let me know that no chunks are generated or return nil.

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Re: [0.18.10][Modding] LuaSurface.find_non_colliding_position() Infinite Loop 0 Radius

Post by Rseding91 »

Thanks for the report. That's unfortunately just how that has to work if you want a guarantee that it never returns until it finds a valid location. Otherwise it would always have to be nil checked for everyone's use-case.
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Re: [0.18.10][Modding] LuaSurface.find_non_colliding_position() Infinite Loop 0 Radius

Post by DedlySpyder »

OK, maybe a warning in the docs then? I spent a good chunk of time thinking my code had an infinite loop.

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