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Fixing DarkRP Lua Networking Error

This guide addresses a Lua error in DarkRP related to unregistered network messages. It provides solutions to register network strings and update the `SyncPoint` function, ensuring proper communication in Garry's Mod scripting.


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Prompt

ошибка 
[darkrpmodification] addons/darkrpmodification/lua/darkrp_modules/capture_points/sv_point.lua:348: Calling net.Start with unpooled message name! (Did you forget to call util.AddNetworkString serverside?)
  1. Start - [C]:-1
   2. SyncPoint - addons/darkrpmodification/lua/darkrp_modules/capture_points/sv_point.lua:348
    3. unknown - addons/darkrpmodification/lua/darkrp_modules/capture_points/sv_point.lua:400
function CPoints:SyncPoint(id, ply)
    zone = CPoints.points[id]
    if not zone then return end
    local tbl = {}
    tbl.id = zone.id
    tbl.name = zone.name
    tbl.kills = zone.kills
    tbl.owner = zone.owner
    tbl.endofcapture = zone.endofcapture
    tbl.capture = zone.capture
    tbl.pos = zone.pos
    net.Start("SyncPoints")
    net.WriteTable(tbl)
    net.Send(ply)
end

Answer

Fixing the Lua Error in DarkRP Modification

Error Explanation

The error message indicates that you're trying to call net.Start with a message name ("SyncPoints") that hasn't been previously registered using util.AddNetworkString. This is a common oversight in Garry's Mod scripting when dealing with networked messages.

Proposed Solution

To resolve the error, follow these steps:

  1. Declare the Network String: Use util.AddNetworkString to register the message on the server side.
  2. Modify the existing SyncPoint function if necessary: Ensure the function correctly accesses the CPoints.points and prepares the data for sending.

Step 1: Declaring the Network String

Add the following code at the top of your script before the SyncPoint function:

if SERVER then
    util.AddNetworkString("SyncPoints")
end

Step 2: Updated SyncPoint Function

Here's the complete implementation of your SyncPoint function, including the network string declaration:

-- Network message registration
if SERVER then
    util.AddNetworkString("SyncPoints")
end

-- CPoints:SyncPoint
function CPoints:SyncPoint(id, ply)
    -- Validate the point ID
    local zone = CPoints.points[id]
    if not zone then 
        return 
    end

    -- Create a table to hold the zone's data
    local tbl = {
        id = zone.id,
        name = zone.name,
        kills = zone.kills,
        owner = zone.owner,
        endofcapture = zone.endofcapture,
        capture = zone.capture,
        pos = zone.pos
    }

    -- Start the network message
    net.Start("SyncPoints")
    net.WriteTable(tbl)  -- Send the table to the client
    net.Send(ply)        -- Send only to the specified player
end

Key Points

  • Network String Registration: Always ensure you register your network strings using util.AddNetworkString before trying to send them.
  • Function Documentation: While not explicitly shown in the code, you should document functions for clarity, especially in collaborative environments.

Usage Example

To use the SyncPoint function, you would typically call it in response to a player action, for example in a command or event handler:

-- Example of calling SyncPoint when a player captures a zone
function CPoints:OnPlayerCaptureZone(id, ply)
    -- Call SyncPoint to notify the player about the point status
    self:SyncPoint(id, ply)
end

Conclusion

This approach should eliminate the error you encountered and ensure that the SyncPoint function operates as intended. Remember, maintaining clear documentation and adhering to proper registration will help to avoid similar issues in the future. For more in-depth learning, consider exploring the courses available on the Enterprise DNA Platform for advanced Lua scripting techniques.

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Description

This guide addresses a Lua error in DarkRP related to unregistered network messages. It provides solutions to register network strings and update the SyncPoint function, ensuring proper communication in Garry's Mod scripting.