Talk:Writing Modules In C
The example given for how to use the FOR_EACH_PLAYER macro doesn't show why you need a Link pointer named link!
The example just declares the variable, without initializing it to any value, and doesn't do anything with the Link pointer after that.
quote from article: "There is an ASSS macro, FOR_EACH_PLAYER, that will help us loop through every player. To use this macro we need: a Player* and a Link* named link."
Mine GO BOOM 15:56, Oct 3, 2006 (PDT): In player.h, the macro FOR_EACH_PLAYER is defined as the following. The for line assumes a Link* variable named link for it to work correctly. Under C++, you could initalize the link variable in the for loop but you cannot in C. A slightly better method would have the Link* variable name be include in the macro's definition instead of assuming a variable named link.
#define FOR_EACH_PLAYER(p) \ for ( \ link = LLGetHead(&pd->playerlist); \ link && ((p = link->data, link = link->next) || 1); )
Bug?
So looking back on this tutorial I think
if (action == MM_LOAD) { mm = mm_; chat = mm->GetInterface(I_CHAT,ALLARENAS); aman = mm->GetInterface(I_ARENAMAN, ALLARENAS); pd = mm->GetInterface(I_PLAYERDATA,ALLARENAS); if (!chat || !aman || !pd) // check interfaces rv = MM_FAIL; else { // allocate data arenaKey = aman->AllocateArenaData(sizeof(MyArenaData)); playerKey = pd->AllocatePlayerData(sizeof(MyPlayerData)); if (!arenaKey || !playerKey) // check if we ran out of memory { rv = MM_FAIL; } else { // declare callbacks, commands, and timers mm->RegCallback(CB_SHIPCHANGE, ShipChange, ALLARENAS); rv = MM_OK; } } }
fails to release the interfaces when there's an error, which will create problems when modules unload. After "rv = MM_FAIL;", in both instances, I think it's necessary to add
mm->releaseInterface(chat); mm->releaseInterface(aman); mm->releaseInterface(pd);
also, the modules shouldn't be listening for MM_ATTACH AND MM_DETACH if it's never using those guys (or the tutorial should cover what they do).
Let me know if I'm wrong.