Paul is correct. The message is printed when the server is dispatching more data than the client can receive so the queue gets clogged. I would expect that to happen if there are no cpu cores available or when loading a giant savegame. It impacts performance but shouldn’t affect correctness.
In terms of AI, yes, actions with lower maximum priority than the current/selected action are culled. That’s why it’s a good idea to have as small a range as possible when using dynamic priority. Also, now that I think of it, the existing actions can probably be optimized in some cases by adjusting the ranges so that they don’t overlap unless necessary (e.g. 0.0-0.2, 0.2-0.5 could become 0.0-0.1999, 0.2-0.5).
It’s a two edged sword though. Sometimes, if start_thinking
is expensive, it’s cheaper to keep an action thinking rather than repeatedly stopping and restarting it’s thinking.