That's unfortunate about the error channel being blocked by your
firewall. I can see that making dev a little tricky but don't forget
you can run your fleet scripts directly by getting it's fleet id and
then executing something like: SELECT FLEET_SCRIPT_<id>();
This won't help you see all issues but it will at least show you if
your script is working at all and if it's being killed due to a
timeout. I will see what I can do about somehow getting the error
channel into the games web interface. No promises but I will certainly
add it to the list.
Also, if you are running into character limits I have a couple
suggestions on how to help with that. First off, be sure you are
casting the actual block of code as text with the syntax 'this is my
long script'::TEXT. If you don't, postgres may assume it's something
like a character varying type and you will lose all but the first bit
of your string. Furthering that, if you are still running into issues,
don't forget that your fleet scripts can call other fleet scripts!
Using the same function call as above, you can create a modular design
with one main calling script like this:
UPDATE my_fleets
SET
script_declarations= ' scripts RECORD;',
script='
FOR scripts IN SELECT id, name FROM my_fleets WHERE enabled=''t'' and
name!=''Controller'' ORDER BY id ASC LOOP
EXECUTE ''SELECT fleet_script_''||
scripts.id||''();'';
END LOOP;
',
enabled='t'
WHERE name='Controller';
The added benefit with this is that you are still only buying
execution time for one fleet script.
-Abstrct