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* {{Side|shared=1}} <code>Event</code> - event | * {{Side|shared=1}} <code>Event</code> - event | ||
** {{Side|shared=1}} <code>CancellableEvent</code> - cancellable event | ** {{Side|shared=1}} <code>CancellableEvent</code> - cancellable event | ||
** {{Side|shared=1}} <code>KeyEvent</code> - key | ** {{Side|shared=1}} <code>KeyEvent</code> - key event | ||
* {{Side|client=1}} <code>Font</code> - font | * {{Side|client=1}} <code>Font</code> - font | ||
* {{Side|client=1}} <code>GUIElement</code> - gui element | * {{Side|client=1}} <code>GUIElement</code> - gui element | ||
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Other types. | Other types. | ||
* <code>void</code> - Represents no arguments or no returns. | * <code>void</code> - Represents no arguments or no returns. | ||
==Handle Existence Span== | |||
{| class="wikitable" | |||
!Type | |||
!Side | |||
!Handle Creation | |||
!Handle Destruction (With 0 handle references left in scripting too) | |||
|- | |||
|Client | |||
|Server-Side | |||
|When a client is attempting to join the server. [[OnPlayerJoin|OnPlayerJoin]]. | |||
|When a client has begun leaving the server. [[OnPlayerQuit|OnPlayerQuit]]. | |||
|- | |||
|Client (Local) | |||
|Client-Side | |||
|When a client has joined the server, and the local client's client-side has been notified. | |||
|n/a | |||
|- | |||
|Client (Remote) | |||
|Client-Side | |||
|When a client has joined the server, and the remote clients' client-side have been notified. | |||
|When a client has begun leaving the server, and the remote clients' client-side have been notified. | |||
|- | |||
|Player | |||
|Server-Side | |||
|When the client's player-ped has spawned. [[OnPedSpawn|OnPedSpawn]]. | |||
|When the client's player-ped has de-spawned. [[OnPedWasted|OnPedWasted]]. | |||
|- | |||
|Player (Local) | |||
|Client-Side | |||
|When the local client's player-ped has spawned. [[OnPedSpawn|OnPedSpawn]]. | |||
|When the local client's player-ped has de-spawned. [[OnPedWasted|OnPedWasted]]. | |||
|- | |||
|Player (Remote) | |||
|Client-Side | |||
|When any of these qualifying conditions occur:<br> | |||
* The remote client's player-ped has spawned, assuming the local client's player-ped is spawned.<br> | |||
* The remote client's player-ped has streamed back into streaming range of the<br>local client's player-ped 3D position, assuming both the local client's player-ped is spawned and<br>depending on qualifying <code>NetFlags</code> values for all applicable elements.<br> | |||
* The local client's player-ped has spawned.<br> | |||
[[OnPedSpawn|OnPedSpawn]] [[OnElementStreamIn|OnElementStreamIn]]. | |||
|When any of these qualifying conditions occur:<br> | |||
* The remote client's player-ped has de-spawned, assuming the local client's player-ped is spawned.<br> | |||
* The remote client's player-ped has streamed out of streaming range of the<br>local client's player-ped 3D position, assuming both the local client's player-ped is spawned and<br>depending on qualifying <code>NetFlags</code> values for all applicable elements.<br> | |||
* The local client's player-ped has de-spawned.<br> | |||
[[OnPedWasted|OnPedWasted]] [[OnElementStreamOut|OnElementStreamOut]]. | |||
|} | |||
Please note, a handle that is not properly de-referenced will cause the handle to not be internally destructed.<br> | |||
As a result, this can give the illusion that some functions are broken when they aren't, such as the result of [[getElementsByType|getElementsByType]] including more than one array entry for the "same element", which are unequal in scripting comparison operators, after internal re-construction, eg. when a client-side player streams out of distance radius of the local player and then streams back in.<br> | |||
To properly de-reference a handle when it's no longer needed, be sure to use <code>delete myVariable;</code> or <code>myVariable = null;</code> in JS, or <code>myVariable = nil</code> in Lua, where applicable.<br> | |||
Continuous attempts of internal destruction of a handle occurs when the qualifying internal destruction reason has occurred, until there are no references remaining in scripting for the handle, rather than only one internal destruction attempt.<br> | |||
A handle becomes invalidated when a handle destruction attempt has first occurred.<br> | |||
Attempting to hold onto a reference of invalidated handles could cause memory exhaustion, and usage of an invalid handle with the scripting API should give a scripting error.<br><br> | |||
Also, when the local client's player-ped is not spawned, applicable handles will not be usable in client-side scripting.<br> | |||
For example, remote clients' player-ped handles are internally attempted to be destructed when the local client's player-ped de-spawns, until the local client's player-ped re-spawns.<br> | |||
==Previous Versions== | ==Previous Versions== |
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