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Packet hooks and maximum call depth

Posted: Sat May 12, 2007 6:57 pm
by OldnGrey
I have noticed that many of the published packethooks and even the corpse methods in the distro share a common problem.

They are all prone to "xxxx exceeded maximum call depth" console messages.

The party system, the playerstatus etc all suffer from this. Am I right in assuming they are caused by them running critical and so many people makng calls on them? Increasing the depth from 100 to 200 has no effect.

Is there any way I can get around this?

Posted: Fri May 18, 2007 6:56 pm
by OldnGrey
No reply to this one? It's getting to be a bit of a nuisance

Posted: Sun May 20, 2007 1:18 pm
by Pierce
Do you use the latest version of what tekproxy posted here. I didn't test it myself, cause i've rewritten it in another way and don't know yet if these error messages occur in my version. I had this problem too. But tekproxy said in this topic that this error is solved for his newest version. I didn't test it myself. Always difficult to find willing test persons to test such complex systems.

Posted: Sun May 20, 2007 4:28 pm
by OldnGrey
The package available for download in the scripts forum is the same version and identical code as the one in the 097 distro. I am using the distro version.

Posted: Fri Jun 08, 2007 6:40 pm
by OldnGrey
Actually I've noticed a LOT of published method scripts and packethooks causing maximum call depth console spam.

Anything that cannot be finished in lightning fast time would appear to be problems.

So yes, the published party system is still a problem for me.