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* When true, restarts the client loop when a game ends, allowing the client to play multiple games without restarting.
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*/
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publicbooleanautoContinue = false;
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/**
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* Runs the bot in asynchronous mode. Asynchronous mode helps attempt to ensure that the bot adheres to real-time performance constraints.
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*
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* Humans playing StarCraft (and some tournaments) expect bots to return commands within a certain period of time; ~42ms for humans ("fastesT" game speed),
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* and some tournaments enforce frame-wise time limits (at time of writing, 55ms for COG and AIIDE; 85ms for SSCAIT).
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*
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* Asynchronous mode invokes bot event handlers in a separate thread, and if all event handlers haven't returned by a specified period of time, sends an
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* returns control to StarCraft, allowing the game to proceed while the bot continues to run in the background. This increases the likelihood of meeting
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* real-time performance requirements, while not fully guaranteeing it (subject to the whims of the JVM thread scheduler), at a cost of the bot possibly
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* issuing commands later than intended, and a marginally larger memory footprint.
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*/
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publicbooleanasync = false;
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/**
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* If JBWAPI detects that this much time (in nanoseconds) has passed since a bot's event handlers began, returns control back to BWAPI.
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* Real-time human play typically uses the "fastest" game speed, which has 42.86ms (42,860ns) between frames.
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*/
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publicintasyncFrameDurationNanosMax = 40000;
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/**
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* How frequently (in nanoseconds) to poll for the bot's event handlers completing. Acts as a floor on the bot's frame duration.
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*/
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publicintasyncFrameDurationNanosMin = 500;
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/**
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* The maximum number of frames to buffer while waiting on a bot
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*/
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publicintasyncFrameBufferSize = 10;
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/**
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* Most bot tournaments allow bots to take an indefinite amount of time on frame #0 (the first frame of the game) to analyze the map and load data,
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* as the bot has no prior access to BWAPI or game information.
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*
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* This flag causes JBWAPI to wait for the bot's event handlers to return on the first frame of the game, even if operating in asynchronous mode,
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* respecting the time bots are typically allowed on frame 0.
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*/
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publicbooleanasyncWaitOnFrameZero = true;
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/**
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* Set to `true` for more explicit error messages (which might spam the terminal).
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