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#1 |
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Registered User
Join Date: Feb. 28th, 2005
Posts: 4
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Replication limits??
Fisrt of all, let me introduce myself:
Im a coder since 8 years, mainly doing stuff on c, c++ and java. Lately ive been messing around with unrealscript as right now im coding some mutator to add smilies and avatars for screen messages in a game called "Rune" based on the unrealengine. Now to the problem, I decided to split up the textures for icons and fonts into separate utx files and planned having a server side configuration (.ini) file for that emotes pack holding variable configuration for emote sizes, associated tags, frames of animation, delays for animation etc. Meaning like 4 or 5 arrays of integers or strings. For that parameters to work in a "server to client" direction (not in anyother way) i had to replicate such values for clients ill paste a little snip: EDIT: sorry forgot to use the code tags before... Code:
var config int EmoXL[20];
var int A_EmoXL[20];
var config int EmoYL[20];
var int A_EmoYL[20];
var config string EmoTexIndexes[20];
var string A_EmoTexIndexes[20];
var config int EmoMaxRate[20];
var int A_EmoMaxRate[20];
var config int NumEmos;
var int A_NumEmos;
var config string EmoString[20];
var string A_EmoString[20];
replication
{
reliable if( Role == ROLE_Authority )
A_EmoXL;
reliable if( Role == ROLE_Authority )
A_EmoYL;
reliable if( Role == ROLE_Authority )
A_EmoMaxRate;
reliable if( Role == ROLE_Authority )
A_EmoTexIndexes;
reliable if( Role == ROLE_Authority )
A_EmoString;
reliable if( Role == ROLE_Authority )
A_NumEmos;
}
Code:
appError called: Assertion failed: !Bunch->IsError() [File:D:\Rune\Engine\Src\UnChan.cpp] [Line: 310] Executing UObject::StaticShutdownAfterError UChannel::SendBunch DoSendBunch UActorChannel::ReplicateActor (Actor TRServerEmoData0) UpdateRelevant ULevel::ServerTickClient ULevel::TickNetServer UpdateNetServer ULevel::Tick (NetMode=1) TickLevel UGameEngine::Tick UpdateWorld UServerCommandlet::Main Assertion failed: !Bunch->IsError() [File:D:\Rune\Engine\Src\UnChan.cpp] [Line: 310] History: UChannel::SendBunch <- DoSendBunch <- UActorChannel::ReplicateActor <- (Actor TRServerEmoData0) <- UpdateRelevant <- ULevel::ServerTickClient <- ULevel ::TickNetServer <- UpdateNetServer <- ULevel::Tick <- (NetMode=1) <- TickLevel < - UGameEngine::Tick <- UpdateWorld <- UServerCommandlet::Main Exiting due to error Exiting. Name subsystem shut down from the replication section. Et voilá, worked pretty fine, the rest of replication variables were replicated without a single error... Further tests revealed that none of that arrays was responsible for the crash alone (trying every kind of possible combination). So the final question is: is there any byte length limit for data which is to be replicated?, if thats the case do you know about any workaround i could use to get the thing working proper? Thank you very much in advance, and a warm hello to the comunity! Last edited by mr.floppy; 28th Feb 2005 at 10:44 AM. |
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