MTA:Eir/functions/engineGetGamePoolLimits: Difference between revisions
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{{MTA:Eir/Client_function}} | |||
__NOTOC__ | __NOTOC__ | ||
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: | ||
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{ name = "Buildings", usedCount = 1132, maxCount = 13000 }, | { name = "Buildings", usedCount = 1132, maxCount = 13000 }, | ||
{ name = "Peds", usedCount = 2, maxCount = 110 }, | { name = "Peds", usedCount = 2, maxCount = 110 }, | ||
{ name = "Objects", usedCount = 44, maxCount = | { name = "Objects", usedCount = 44, maxCount = 800 }, | ||
{ name = "Dummies", usedCount = 2199, maxCount = 8000 }, | { name = "Dummies", usedCount = 2199, maxCount = 8000 }, | ||
{ name = "Vehicles", usedCount = 2, maxCount = 110 }, | { name = "Vehicles", usedCount = 2, maxCount = 110 }, | ||
{ name = " | { name = "ColModels", usedCount = 2268, maxCount = 20000 }, | ||
{ name = "Tasks", usedCount = 7, maxCount = 9000 }, | { name = "Tasks", usedCount = 7, maxCount = 9000 }, | ||
{ name = "Events", usedCount = 0, maxCount = 5000 }, | { name = "Events", usedCount = 0, maxCount = 5000 }, | ||
{ name = " | { name = "TaskAllocators", usedCount = 2, maxCount = 800 }, | ||
{ name = " | { name = "PedIntelligence", usedCount = 2, maxCount = 110 }, | ||
{ name = " | { name = "PedAttractors", usedCount = 0, maxCount = 400 }, | ||
{ name = " | { name = "EntryInfoNodes", usedCount = 104, maxCount = 10000 }, | ||
{ name = " | { name = "NodeRoutes", usedCount = 181, maxCount = 8000 }, | ||
{ name = " | { name = "PatrolRoutes", usedCount = 23, maxCount = 6000 }, | ||
{ name = " | { name = "PointRoutes", usedCount = 273, maxCount = 7000 }, | ||
{ name = " | { name = "PointerNodeDoubleLinks", usedCount = 48, maxCount = 20000 }, | ||
{ name = " | { name = "PointerNodeSingleLinks", usedCount = 3379, maxCount = 20000 }, | ||
{ name = " | { name = "EnvMapMaterials", usedCount = 61, maxCount = 5000 }, | ||
{ name = " | { name = "EnvMapAtomics", usedCount = 98, maxCount = 5000 }, | ||
{ name = " | { name = "SpecMapMaterials", usedCount = 56, maxCount = 5000 }, | ||
{ name = " | { name = "COLSectors", usedCount = 81, maxCount = 256 }, | ||
{ name = " | { name = "IPLSectors", usedCount = 76, maxCount = 255 } | ||
} | } | ||
</syntaxhighlight> | </syntaxhighlight> | ||
When certain limits (such as the " | 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== | ==Syntax== | ||
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===Returns=== | ===Returns=== | ||
Returns a '''table''' internal engine pool limit info. | 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== | ==Example== | ||
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for m,n in ipairs( poolInfo ) do | for m,n in ipairs( poolInfo ) do | ||
outputConsole( | outputConsole( n.name .. ": " .. n.usedCount .. " / " .. n.maxCount ); | ||
end | end | ||
end | end |
Latest revision as of 08:11, 28 September 2023
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 );