ID:137220
 
While turning world.loop_checks off seems to be necessary for my game, do you think infinite loops could result in a more graceful end that simply crashing everything?
One would think that turning off loop checks would tell the game to not worry about loops, therefore if a loop does run indefinatly, it's not going to handle it, because you turned loop checking off, and one would think that... (back to the beginning :D)
Just put a one second delay before you start the loop again it saves alot of errors, here's an example:


mob/proc/Test()
src<<"Test!"
spawn(10)Test()

mob/New()
Test()
Awakening wrote:
While turning world.loop_checks off seems to be necessary for my game, do you think infinite loops could result in a more graceful end that simply crashing everything?

No, because infinite loops are bad bad bad! You should find some way to avoid it...

In the military there is a concept of "catastrophic failure". That is, they want to know that in certain systems a bug will cause everything to fail completely, because they want to be sure that a bug doesn't go unnoticed.

Say, for example, a missile is going off course...
In response to Deadron (#3)
So, according to catastrophic failure: if the computerized lighting system fails for a half second due to a large stream of data input, the helicopter crashes!
In response to Lord of Water (#4)
Lord of Water wrote:
So, according to catastrophic failure: if the computerized lighting system fails for a half second due to a large stream of data input, the helicopter crashes!

If you want to ensure that a bug in the lighting system never goes unnoticed, that's a good way to do it!