axc
axc
This happens sometimes using runFromClient, and prevents new matches from being computed. ``` Stack trace: java.lang.IllegalStateException: Queue full at java.util.AbstractQueue.add(AbstractQueue.java:98) at java.util.concurrent.ArrayBlockingQueue.add(ArrayBlockingQueue.java:312) at battlecode.server.NetServer.addEvent(NetServer.java:99) at battlecode.server.GameMaker.createEvent(GameMaker.java:217) at battlecode.server.GameMaker.access$100(GameMaker.java:34) at battlecode.server.GameMaker$MatchMaker.makeRound(GameMaker.java:467)...
Not sure if we'd consider this a bug or just expected behavior (due to floating point precision). This also applies for the MapLocation equals method. http://battlecodeforum.org/t/assertcansenselocation-is-bugged/434
The specs say the number of rounds on a map varies from 1500-3000, but the server+schema does not allow variation in terms of number of rounds. It's always 3000 at...
Appears to be inconsistent with implementation.
If you use System.out.println, the engine outputs the round number, robot type, and robot ID of the robot executing the print statement. The same behavior should happen for System.out.format.
During the final tournament, if we use a large map, it's hard to see what's going on because robots are so small. It might be helpful to have a system...
To reproduce: have RobotPlayer.java use the following lines: Scanner w = new Scanner(System.in); w.next(); ``` [java] java.lang.reflect.InvocationTargetException [java] at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) [java] at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) [java] at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) [java] at java.lang.reflect.Method.invoke(Method.java:497)...