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T3D 1.1 Beta 3 - startGame: End the game first! - RESOLVED

by Steve Acaster · in Torque 3D Professional · 09/20/2010 (3:14 pm) · 10 replies

Mission/server cleanup apparently not working.

Both Full Project and FPS Example have the clean up failure for "game" when the client leaves, but are obviously using different files (though I've not waded through the script to see if it's just extra comments in FPS).

//Full Project
*** Mission loaded
//......
startGame: End the game first!
*** ENDING MISSION
scripts/server/gameCore.cs (280): Unable to find object: 'game' attempting to call function 'onClientLeaveGame'

//FPS Example
*** Mission loaded
startGame: End the game first!
//......
*** ENDING MISSION
scripts/server/gameCore.cs (292): Unable to find object: 'game' attempting to call function 'onClientLeaveGame'

I'm pretty sure startgame/end game/cleanup warnings was originally logged as TQA-161

[edit]
Anyhow, the upshot is that nothing pertaining to ending the game is being called from scripts/server/Gamecore.cs, it's all getting overruled by scripts in core.



08 APRIL 2011 - FIXED IN 1.1 PREVIEW

#1
09/20/2010 (3:26 pm)
This one is still a known issue.
#2
09/21/2010 (5:27 am)
Steve, do you only get these error messages, or have you other side effects? I have a project migrated from 1.0.1 but at disconnect from server I don't get back to the main menu.
Maybe I'm running in the same problem, but haven't gone through the code yet!
#3
09/21/2010 (10:37 am)
Apart from the warnings, everything appears to be fine, though I'm not certain cleanup is happening correctly - Nothing in GameCore.cs relating to the end of a game gets called --- it's all being overridden from Core.

Every version of T3D has been like this ... so if you've got an issue I expect you'll have bust something in porting.
#4
09/21/2010 (11:45 am)
Ok, I know, there are those issues. Have to go through the code, it seems, that the actionmap and gui aren't reseted and the start screen showed again.

It's always the same, so I'm trying to have a (almost) fast deployable version...

Seems we have different problems. If I see the same, I will give a notice here.
#5
09/21/2010 (9:04 pm)
I *think* that what's going wrong is that the initial package override (of certain core scripts) to start the gametype management is being ignored at mission end because the cleanup is reverting back to the core which has no concept of gametypes... and since a few gametype methods are still active when packages are deactivated they fail like this, ie: parent functions are lost when packages are deactivated.

If this is the case then a proper fix would be to simply move the gametype management into core... or since nothing is actually using the gametype functionality a case could be made to remove it altogether.

EDIT: my reasoning for this is because I don't use the core->mod concept in my scriptbase (my game is the core!) which uses similar gametype management and it doesn't suffer from this problem.
#6
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
#7
03/03/2011 (2:53 pm)
What? Really? Huzzar!
#8
03/03/2011 (3:51 pm)
Sounds like the woodchucks are chucking frantically in preparation for 1.1 final. Keep on trucking!
#9
03/03/2011 (4:13 pm)
Looking forward to 1.1! (should have my shining new custom built desktop by then)
#10
04/24/2011 (6:57 pm)
Fixed in 1.1 Final and Preview.