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Re: Error E1515: Invalid arguments [Re: EpsiloN] #451305
05/01/15 21:04
05/01/15 21:04
Joined: Dec 2011
Posts: 1,823
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Reconnoiter Offline OP
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I wonder if the invalid argument error occures cause of the following (quote from jcl from another topic about why ent_next gives an error when combined with ent_remove even when if (...pointer... != NULL) is done):

Quote:
No, it is not related just to the list, but can also happen in other circumstances. When you have two different actions running on the same entity, and the first action removes the entity at some point, the second action must test the used entity properties - name, position and so on - in order to detect if the entity is still there. Removed entities have no name, no flags, position is zero, and also all other entity properties are nonexistent or zero.
, global functions in a multiplayer games basically have 2 or more actions running the same entity (though they are the same), namely 1 for each server/client right? So perhaps Denn15 try checking if your pointers are valid by not only doing if (...pointer... != NULL) but also if(you->type != NULL). Just an idea, could be total rubbish.

Re: Error E1515: Invalid arguments [Re: Reconnoiter] #451307
05/01/15 21:12
05/01/15 21:12
Joined: Jan 2006
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EpsiloN Offline
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EpsiloN  Offline
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If that's the case, and you're using dplay_localfunction = 2, I'd suggest remove it. Its complicated for debugging and you can easily confuse whats running where, after your code gets more than 10kb in size.

If you're using the regular MP, its fine if you remove an entity from one machine...It doesn't affect the other machines...or at least I remember being that way. Cant test right now laugh

PS.: I just posted my MP tutorial. If you need some info, here's the link:
Multiplayer - Extensive Tutorial


Extensive Multiplayer tutorial:
http://mesetts.com/index.php?page=201
Re: Error E1515: Invalid arguments [Re: EpsiloN] #451308
05/01/15 22:01
05/01/15 22:01
Joined: Dec 2009
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Denn15 Offline
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@Reconnoiter: That seems like a good idea actually in theory. I am gonna try that out tomorrow and see if it works.

@Epsilon: I am indeed using dplay_localfunction = 2 and I can easily see it getting out of hand, like it kinda is right now, and I have thought about changing method to not using it, though I think it would be easier to try and make it from scratch since the code i have currently is very much based on having dplay_localfunction = 2.

Re: Error E1515: Invalid arguments [Re: Denn15] #451312
05/02/15 07:49
05/02/15 07:49
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Denn15 Offline
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@reconnoiter:

Checking the pointer and type before removing the projectile seemed to have solved the problem. I also added a if(your.type != NULL) in the for loop I use for checking if I hit anything just to rule that out too. Now I can fire away without any crashes so your idea was not rubbish at alll it seems grin

Last edited by Denn15; 05/02/15 07:50.
Re: Error E1515: Invalid arguments [Re: Denn15] #451317
05/02/15 09:46
05/02/15 09:46
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Reconnoiter Offline OP
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Originally Posted By: Denn15
@reconnoiter:

Checking the pointer and type before removing the projectile seemed to have solved the problem. I also added a if(your.type != NULL) in the for loop I use for checking if I hit anything just to rule that out too. Now I can fire away without any crashes so your idea was not rubbish at alll it seems grin
, wow did not expect that, that's good news. Tnx for testing. I will make this thread solves if I can so others can see the solution too.

- can't edit this thread anymore, can a moderator change this thread to solved? Ty

Last edited by Reconnoiter; 05/02/15 09:48.
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