Many path markers crash.
by Xavier "eXoDuS" Amado · in Torque Game Engine · 04/17/2004 (8:56 pm) · 9 replies
I've noticed that after adding certain amount of path markers the debug build starts giving an error box when it tries to load the mission that says:
Out of Range Write.
I have traced the error to sim/PathManager.cc line 70, which of course is part of the bitsream pack methods. I'm not sure if this is a bug of some sort in the path manager code or it's maybe an object amount limit.
Anyone have any insights on this?
Out of Range Write.
I have traced the error to sim/PathManager.cc line 70, which of course is part of the bitsream pack methods. I'm not sure if this is a bug of some sort in the path manager code or it's maybe an object amount limit.
Anyone have any insights on this?
About the author
#2
04/17/2004 (9:41 pm)
That's what I had guessed, but I couldn't find any constant in the path manager. :(
#3
I've added an assrt to catch this, so that you'll at least be warned when you're in the neighbor hood of an error. It's naive so it won't catch all error situations.
04/17/2004 (10:11 pm)
Ah, it's related to the size of the network packet. Too long of a path makes the packet overrun, giving the out of range write error.I've added an assrt to catch this, so that you'll at least be warned when you're in the neighbor hood of an error. It's naive so it won't catch all error situations.
#4
04/17/2004 (10:19 pm)
I get an out of range read error when trying some rw servers, and sometimes in torque...
#5
04/17/2004 (11:34 pm)
Out of range read means that the network code read past the end of the packet, usually.
#6
It works perfectly, tested it in a stock TGE build with a 100+ path and it worked perfectly.
For the rest, what I've done, thanks to Ben's suggestion and introduction, was to modify the PathManager to use several NetEvents to send the data, since a single packet wasn't enough to send all the path markers I had. So I ended adding 2 NetEvent types, one for the path info, sent only once and one for each chunk of data. So it sends one with the info and many chunks of 10 nodes each until it has sent all the nodes.
Thanks Ben, you saved my potatoes on this one :)
04/18/2004 (12:46 am)
Woot! Ben, 1 minute, counted with the irc timestamps, after you left, I had fixed it :PIt works perfectly, tested it in a stock TGE build with a 100+ path and it worked perfectly.
For the rest, what I've done, thanks to Ben's suggestion and introduction, was to modify the PathManager to use several NetEvents to send the data, since a single packet wasn't enough to send all the path markers I had. So I ended adding 2 NetEvent types, one for the path info, sent only once and one for each chunk of data. So it sends one with the info and many chunks of 10 nodes each until it has sent all the nodes.
Thanks Ben, you saved my potatoes on this one :)
#7
04/18/2004 (8:27 am)
You'll be submitting that as a resource, right? :)
#8
Sure I will, It's the least I can do.
Edit: Typo, just woke up :)
04/18/2004 (10:01 am)
Mmmm I will have to think of it :PSure I will, It's the least I can do.
Edit: Typo, just woke up :)
#9
04/18/2004 (10:15 am)
Thanks Xavier :)
Associate Kyle Carter