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  #1  
Old 01-28-2012, 08:24 AM
scriptless scriptless is offline
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return, function, and object types?

So I was playing with some script and came up with this:

PHP Code:
function onCreated() {
  
temp.obj2.hello "world";
  
temp.obj temp.obj2;
  
player.chat temp.obj2.hello;

Which output's:
PHP Code:
hello 
But for some reason this doesn't work. Maybe I am doing it wronge?

PHP Code:
function onCreated() {
  
temp.obj2 test();
  
player.chat temp.obj2.hello;
}

function 
test() {
  
temp.obj.hello "world";
  return 
temp.obj;

Which output's:
PHP Code:

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Old 01-28-2012, 08:26 AM
fowlplay4 fowlplay4 is offline
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You have to create a TStaticVar then assign it a variable. I.e:

PHP Code:
function onCreated() { 
  
temp.obj2 test(); 
  echo(
temp.obj2.hello);
  
temp.obj2.destroy();
  
  
// this also works
  
echo(test().hello);


function 
test() {
  
temp.obj = new TStaticVar();
  
temp.obj.hello "world"
  return 
temp.obj

You can write some neat looking code when you return object references.
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Old 01-28-2012, 08:31 AM
scriptless scriptless is offline
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Quote:
Originally Posted by fowlplay4 View Post
You have to create a TStaticVar then assign it a variable. I.e:

PHP Code:
function onCreated() { 
  
temp.obj2 test(); 
  echo(
temp.obj2.hello);
  
temp.obj2.destroy();
  
  
// this also works
  
echo(test().hello);


function 
test() {
  
temp.obj = new TStaticVar();
  
temp.obj.hello "world"
  return 
temp.obj

You can write some neat looking code with it.
Ah, I remember using TStaticVar() once about a year ago. Forgot all about it. Indeed, yes you can write some pretty neat code.

Quote:
Originally Posted by fowlplay4 View Post
PHP Code:
echo(test().hello); 
Now that is awesome!!


Thanks alot.

Would rep+ you but I must share the love first, lol.
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Old 01-28-2012, 08:39 AM
fowlplay4 fowlplay4 is offline
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Bonus: If you want to send an object and it's vars to the client-side you can do it like this:

PHP Code:
function onCreated() {
  
temp.example = new TStaticVar(); // not necessary in this example
  
temp.example."hello ";
  
temp.example."world";
  
temp.example."!";
  
temp.example.b." <3";
  
temp.data temp.example.savevarstoarray(false);
  
findplayer("fowlplay4").triggerclient(this.name"data"temp.data);
}

//#CLIENTSIDE

function onActionClientside() {
  if (
params[0] == "data") {
    
temp.data params[1];
    
temp.example = new TStaticVar();
    
temp.example.loadvarsfromarray(temp.data);
    echo(
temp.example.temp.example.temp.example.temp.example.b.a);
  }

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Old 01-28-2012, 08:42 AM
scriptless scriptless is offline
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Quote:
Originally Posted by fowlplay4 View Post
Bonus: If you want to send an object and it's vars to the client-side you can do it like this:

PHP Code:
function onCreated() {
  
temp.example = new TStaticVar(); // not necessary in this example
  
temp.example."hello ";
  
temp.example."world";
  
temp.example."!";
  
temp.example.b." <3";
  
temp.data temp.example.savevarstoarray(false);
  
findplayer("fowlplay4").triggerclient(this.name"data"temp.data);
}

//#CLIENTSIDE

function onActionClientside() {
  if (
params[0] == "data") {
    
temp.data params[1];
    
temp.example = new TStaticVar();
    
temp.example.loadvarsfromarray(temp.data);
    echo(
temp.example.temp.example.temp.example.temp.example.b.a);
  }

Curiosity, why do we need savevarstoarray(false)? And no need for TStaticVar(); except after clientside triggered..? Interesting.
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Old 01-28-2012, 08:58 AM
fowlplay4 fowlplay4 is offline
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Quote:
Originally Posted by scriptless View Post
Curiosity, why do we need savevarstoarray(false)? And no need for TStaticVar(); except after clientside triggered..? Interesting.
triggerclient doesn't support objects, so it converts the object into the string representation of itself (often it's .name value).

PHP Code:
function onCreated() { 
  
temp.example = new TStaticVar("a silly test object");
  
temp.example."hello "
  
temp.example."world"
  
temp.example."!"
  
temp.example.b." <3"
  
findplayer("fowlplay4").triggerclient(this.name"data"temp.example); 
  
temp.example.destroy();
}

//#CLIENTSIDE

function onActionClientside() { 
  if (
params[0] == "data") { 
    
temp.data params[1];
    echo(
"data: " temp.data); // echos "a silly test object"
  


So you have to package the object up and send it as an array/string then rebuild it on the client-side which those two built-in functions do nicely.

Also the new TStaticVar() on the server-side wasn't necessary because you weren't passing it between two functions so when you call savevarsintoarray it's able to find the a, b, c, and b.a vars.
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Old 01-28-2012, 09:03 AM
Tricxta Tricxta is offline
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that's cool :0
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Old 01-28-2012, 09:13 AM
fowlplay4 fowlplay4 is offline
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More Bonus: Chaining function calls, and that'll pretty much be it for me on this topic.

PHP Code:
function onCreated() {
  
a().b().c().d();
}

public function 
a() {
  echo(
"a");
  return 
this;
}

public function 
b() {
  echo(
"b");
  return 
this;
}

public function 
c() {
  echo(
"c");
  return 
this;
}

public function 
d() {
  echo(
"d");
  return 
this;

If you're familiar with jQuery it does a lot of that. I've wrote a couple systems that use it as well:

Basic ActiveRecord
http://forums.graalonline.com/forums...hp?t=134262561

CuteGS2 GUI Builder
http://forums.graalonline.com/forums...hp?t=134263993
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Old 01-28-2012, 07:29 PM
cbk1994 cbk1994 is offline
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Just be careful to destroy TStaticVars when you're done with them or you'll leak memory.

edit: maybe this is not necessary?

Quote:
Originally Posted by Stefan View Post
you need to call destroy() on the player object after you have used it, when you do new TServerPlayer() it is not automatically destroyed like TStaticVars()
Apparently they destroy themselves, although in the past it's seemed that they don't.

edit 2: per Skyld, they'll be destroyed eventually if there are no references to them.
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Old 01-28-2012, 11:48 PM
WhiteDragon WhiteDragon is offline
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Note that the garbage collection cycles happen when you move your mouse out of the client, and can lock up the client for up to 30 seconds collecting as little as 1000 TStaticVars. (This was a cause of a bug that took me ages to work out.) In the case you are working with a dynamic number of TStaticVars, it's best to manually destroy when you're done with them if you can.
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