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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> | 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> | 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. | 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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