MTA:Eir/functions/engineGetGamePoolLimits: Difference between revisions
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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: | 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: |
Revision as of 01:57, 12 January 2014
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 = "Collisions", usedCount = 2268, maxCount = 20000 }, { name = "Tasks", usedCount = 7, maxCount = 9000 }, { name = "Events", usedCount = 0, maxCount = 5000 }, { name = "Task Allocators", usedCount = 2, maxCount = 800 }, { name = "Ped Intelligence", usedCount = 2, maxCount = 110 }, { name = "Ped Attractors", usedCount = 0, maxCount = 400 }, { name = "Entry Info", usedCount = 104, maxCount = 10000 }, { name = "Node Routes", usedCount = 181, maxCount = 8000 }, { name = "Patrol Routes", usedCount = 23, maxCount = 6000 }, { name = "Point Routes", usedCount = 273, maxCount = 7000 }, { name = "PtrNode Double Links", usedCount = 48, maxCount = 20000 }, { name = "PtrNode Single Links", usedCount = 3379, maxCount = 20000 }, { name = "Environment Map Materials", usedCount = 61, maxCount = 5000 }, { name = "Environment Map Atomics", usedCount = 98, maxCount = 5000 }, { name = "Specular Map Materials", usedCount = 56, maxCount = 5000 }, { name = "COL Sectors", usedCount = 81, maxCount = 256 }, { name = "IPL Sectors", usedCount = 76, maxCount = 255 } }
When certain limits (such as the "PtrNode Single Links") 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.
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( m .. ": " .. n.usedCount .. " / " .. n.maxCount ); end end );