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Old 28th Feb 2005, 11:26 AM   #1
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Join Date: Feb. 28th, 2005
Posts: 4
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...

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];

	reliable if( Role == ROLE_Authority )
	reliable if( Role == ROLE_Authority )
	reliable if( Role == ROLE_Authority )
	reliable if( Role == ROLE_Authority )
	reliable if( Role == ROLE_Authority )
	reliable if( Role == ROLE_Authority )
Well this thing should work but just when the actor is created on the client and it gets to be replicated the whole server crashes, complaining that:

appError called:
Assertion failed: !Bunch->IsError() [File:D:\Rune\Engine\Src\UnChan.cpp] [Line:
Executing UObject::StaticShutdownAfterError
(Actor TRServerEmoData0)
Assertion failed: !Bunch->IsError() [File:D:\Rune\Engine\Src\UnChan.cpp] [Line:

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
Name subsystem shut down
Well with big testing on this matter i tried removing some of those arrays
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 11:44 AM.
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