[Bug T3D1.1B1 (and earlier)] endMission not called correctly - RESOLVED
by Guy Allard · in Torque 3D Professional · 05/24/2010 (10:14 am) · 6 replies
It has been noted in a couple of other places that GameCore::endGame is never called.
Looking into this some more, the endMission() function should set off the chain that calls endGame. However, the overridden endMission() function in gameCore does not get called - the original version in missionLoad.cs is called instead.
I can't figure this out, as at that point in the disconnection sequence, the GameCore package still exists, and so the overridden endMission function should be called.
Commenting out the endMission function defined in missionLoad.cs results in the overridden version in GameCore being called, and endGame then gets called correctly.
Looking into this some more, the endMission() function should set off the chain that calls endGame. However, the overridden endMission() function in gameCore does not get called - the original version in missionLoad.cs is called instead.
I can't figure this out, as at that point in the disconnection sequence, the GameCore package still exists, and so the overridden endMission function should be called.
Commenting out the endMission function defined in missionLoad.cs results in the overridden version in GameCore being called, and endGame then gets called correctly.
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#2
Interestingly, it all works fine and dandy for a dedicated server, which makes me think that something is not being done in the right order when running in SP mode.
05/25/2010 (1:52 am)
yeah, you can force it by specifically calling Game.onMissionEnded(), but that's a bit of a hack, as it should be calling the overridden onMissionEnded() anyway.Interestingly, it all works fine and dandy for a dedicated server, which makes me think that something is not being done in the right order when running in SP mode.
#3
05/28/2010 (1:30 pm)
bug logged Key: TQA-161
#4
08/04/2010 (2:48 pm)
Still bust in 1.1beta2
#5
This should be fixed in 1.1 Final. I've put the explanation in this thread: www.garagegames.com/community/forums/viewthread/111725
- Dave
03/03/2011 (1:45 pm)
Greetings!This should be fixed in 1.1 Final. I've put the explanation in this thread: www.garagegames.com/community/forums/viewthread/111725
- Dave
#6
04/24/2011 (6:56 pm)
Fixed in 1.1 Final and Preview.
Associate Steve Acaster
[YorkshireRifles.com]
After a cursory glance at it all ...
Removing the endMission() from missionLoad.cs does throw up a slight issue in the console - so something is clearly wanting it there.
But the following replication and tweaking gets everything working ... alledgedly ... but don't bet your college fund on it.
core-->missionload.cs
//... // Inform the game code we're done. onMissionEnded();//yorks - leaving the original in doesn't seem to matter ...alledgedly - probably best out ... maybe ... leaving in for now Game.onMissionEnded();//yorks added // Inform the clients for( %clientIndex = 0; %clientIndex < ClientGroup.getCount(); %clientIndex++ ) { //...scripts-->gamecore.cs
function resetMission() //... clearServerpaths(); // Game.onMissionReset();//yorks removed } //...But obviously this needs tackling by someone who knows what they're doing rather then me. ;)