TGEA 1.8 - SimDataBlock::preload() and error buffers
by asmaloney (Andy) · in Torque Game Engine Advanced · 11/27/2008 (1:18 pm) · 1 replies
SimDataBlock::preload() is currently declared like this:
virtual bool preload(bool server, char errorBuffer[256]);
256 chars is not quite enough when dealing with long paths, so you get an assert instead of an error message to the console.
I would suggest that this [and obviously all derived classes] should be changed to the following:
virtual bool preload(bool server, String &errorStr);
Edit: Should note that the only 'complication' to this is the netConnection stuff, but it's still straightforward.
virtual bool preload(bool server, char errorBuffer[256]);
256 chars is not quite enough when dealing with long paths, so you get an assert instead of an error message to the console.
I would suggest that this [and obviously all derived classes] should be changed to the following:
virtual bool preload(bool server, String &errorStr);
Edit: Should note that the only 'complication' to this is the netConnection stuff, but it's still straightforward.
Torque Owner asmaloney (Andy)
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