MTA:Eir/functions/engineGetGamePoolLimits
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This function returns a table of game resource allocation limits. In GTA:SA resources are allocated on statically-sized pools. Pool information returned may look like this:
{
{ name = "Buildings", usedCount = 1132, maxCount = 13000 },
{ name = "Peds", usedCount = 2, maxCount = 110 },
{ name = "Objects", usedCount = 44, maxCount = 800 },
{ name = "Dummies", usedCount = 2199, maxCount = 8000 },
{ name = "Vehicles", usedCount = 2, maxCount = 110 },
{ name = "ColModels", usedCount = 2268, maxCount = 20000 },
{ name = "Tasks", usedCount = 7, maxCount = 9000 },
{ name = "Events", usedCount = 0, maxCount = 5000 },
{ name = "TaskAllocators", usedCount = 2, maxCount = 800 },
{ name = "PedIntelligence", usedCount = 2, maxCount = 110 },
{ name = "PedAttractors", usedCount = 0, maxCount = 400 },
{ name = "EntryInfoNodes", usedCount = 104, maxCount = 10000 },
{ name = "NodeRoutes", usedCount = 181, maxCount = 8000 },
{ name = "PatrolRoutes", usedCount = 23, maxCount = 6000 },
{ name = "PointRoutes", usedCount = 273, maxCount = 7000 },
{ name = "PointerNodeDoubleLinks", usedCount = 48, maxCount = 20000 },
{ name = "PointerNodeSingleLinks", usedCount = 3379, maxCount = 20000 },
{ name = "EnvMapMaterials", usedCount = 61, maxCount = 5000 },
{ name = "EnvMapAtomics", usedCount = 98, maxCount = 5000 },
{ name = "SpecMapMaterials", usedCount = 56, maxCount = 5000 },
{ name = "COLSectors", usedCount = 81, maxCount = 256 },
{ name = "IPLSectors", usedCount = 76, maxCount = 255 }
}
When certain limits (such as the "PointerNodeSingleLinks") are reached within the engine, the game will crash. Hence retrieving pool information during testing is important.
Syntax
table engineGetGamePoolLimits ()
Returns
Returns a table holding internal engine pool limit info.
Useful Media
- https://dl.dropboxusercontent.com/u/55896914/eir_resources/game_pools.zip - resource to draw engine pool limits onto the screen
Example
Click to collapse [-]
ClientThis snippet prints out the engine pool information to the client console.
addCommandHandler( "debug_pools",
function()
local poolInfo = engineGetGamePoolLimits();
outputConsole( "-- GAME POOL INFO --" );
for m,n in ipairs( poolInfo ) do
outputConsole( n.name .. ": " .. n.usedCount .. " / " .. n.maxCount );
end
end
);