Problem description:
Players are randomly being cloned, I am having to boot players 5-6 times because there are that many clones of them. The clones don't have a key or client as apparent by verbs that check if(mob.client&&mob.key) don't work. I was wondering if this is a problem wiith mob/load() or something else. Has this error come up before?
ID:139086
Jul 7 2011, 7:47 am (Edited on Jul 7 2011, 8:04 am)
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Jul 7 2011, 8:06 am
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Are you saving references to mobs in variables somewhere, then loading them?
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In response to Zelda123
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I do. It isn't as easy as that, it seems like it's a pretty deep-rooted error
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Well, first of all mob/load() would be something you wrote yourself and not something built into BYOND. Therefore there may be a problem with your loading code.
If the players seem to roll back to an earlier save (or lose stats, teleport, etc) when the cloning occurs then you've probably saved a reference to a player's mob and then loaded it. This seems to be the most likely culprit as the cloned mobs have a null key indicating that the owner switched mobs instead of disconnected. You'll need to modify your saving procedure to ensure that no references to player mobs are saved. |
Are you deleting their mobs upon Logout()? If not, do it.
mob/Logout() |
In response to LordAndrew
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Or even references to turfs, that would save the turf's contents including mobs I think.
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In response to Zelda123
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That's not going to help as much as covering an atomic bomb with a 3 year old girl's blankie
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In response to Lyndonarmitage1
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Yeah, if he's saving anything that has an overwhelming reference to stuff, then it (DD/DS) is going to give up on trying to load.
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