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Manual fleet reset & more #16
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Removed a debug variable
Transports: If you entered the same sector for the starbase and the target, the fleet looped infinitely. Fixed: SLYA checks for identical sectors now and outputs an error message.
Transports: If you entered the same sector for the starbase and the target, the fleet looped infinitely. |
Sometimes 3s wait time isn't enough after completing a craft - the RPC still thinks the crew isn't available. Increased the wait time to 4s, so it has more time to catch up.
Just to be sure, poll a transaction for 130s instead 100s
- fleets can now recover from "ERROR: No Fuel ⌛". - manually click on "ERROR: [...]": Messages with an hourglass are excluded, because SLYA tries to recover from them
Fixed it also for food ("ERROR: No food ⌛")
Reduced the wait time when waiting for food/fuel to 5 minutes (instead 10m).
Fleet table is more compact now.
If you tried to craft ICs, there are no crafting costs and the variable that contains the fee was NULL, therefore "toFixed(2)" failed in alterStats(). Fixed.
A line change was forgotten when my old PR was transferred :-)
- tweaked the fees - quick fix for a race condition when checking for the signature confirmation
- send the tx only once - adaptive signature polling (the longer the confirmation takes, the longer the wait time between the poll attempts)
- fleet config clean function (removes inactive fleets) - fleet config cannot be used before initialization is done - new setting: starbase keep 1 (less CreatePDA txs, also prevents a race condition)
Crafting jobs now show the target coordinates
When saving the settings, restrict the priorityFee and autoFeeMax to 50k lamports to prevent bad mistakes
Updated the core tx function again: While polling for the signature, send the tx again after every 3rd poll, so the tx gets queued again.
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When a fleet is in an error state ("ERROR: [...]"), you can now click on the error message to reset the fleet. The fleet then tries to pick up the loop again.