• Addon hooks Conflict Finder (for developers and technicians)
    7 replies, posted
Hello, I released for free a few days ago a new addon called [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=368857085"]Addon hooks Conflict Finder[/URL]. I could not sell it at ScriptFodder because it has not been approved. [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=368857085"][IMG]https://cdn.scriptfodder.com/uploads/script_banners/625.png[/IMG][/URL] [quote][B]Intro[/B] This tool allows the developer or the technician to discover the name of the hook that overrides the result and stops the execution of a given event name. [B]The problem[/B] When an event is triggered, all the hooks (callbacks) added to it are executed in an unknown order. If the event name is listed [URL="http://wiki.garrysmod.com/page/Category:GM_Hooks"]here[/URL] then this event has a default behavior, probably that from the base gamemode. For user-created event names, the event is triggered manually. If any hook returns a value then the event execution stops, so pending hooks are ignored as well as the default behavior. This can be correct, but some Lua coders make crap and accidentally stop the event execution list. That is why this addon has been created! If you have dozens of addons but do not know where to search for the conflict, this addon will help. This addon does not use hooks so it will always work![/quote] I have planned to add a feature to find files and addons that could be the cause of the conflict easier. Good bye; love all bad coders and all nasty people around here who will send the worst comments ever.
This is very helpful. Thanks for sharing
Does it reference all the hooks ([url]http://wiki.garrysmod.com/page/Category:GM_Hooks[/url]) from a table. What I am wondering is if you could add TTT, Murder, etc specific hooks w/o many problems. Also Github please <3?
momo, king of comic sans
[QUOTE=Snell;46889837]Does it reference all the hooks ([url]http://wiki.garrysmod.com/page/Category:GM_Hooks[/url]) from a table. What I am wondering is if you could add TTT, Murder, etc specific hooks w/o many problems. Also Github please <3?[/QUOTE] My addon debugs all hooks added with [I]hook.Add()[/I] + all [I]GAMEMODE[/I] functions. It modifies all [I]GAMEMODE[/I] functions and all functions that are listed by [I]hook.GetTable()[/I] with the specified event name. So yes, all standard event names + all custom can be debugged. [QUOTE=Snell;46889837]Also Github please <3?[/QUOTE] [URL="https://github.com/EstevanTH/GMod-Addon-hooks-Conflict-Finder"]Addon hooks Conflict Finder on GitHub[/URL] [QUOTE=Splatpope;46890201]momo, king of comic sans[/QUOTE] What is your problem with this font? I do not use this one every time.
This is a really good idea. I can not even tell you the amount of times I've run into conflicts with people using calcview wrong. Unfortunately I'm not that patient and just ended up detouring hook.Call to make all my code run first. Yes, I am a terrible person.
Haha I just made this tool when I needed to solve a CalcView conflict. :-D And guess what, a crap addon bought, on CoderHire I guess, but it was really made like a crap: replacing hooks by their standard behaviors after usage (it's a welcome screen), instead of removing the hooks... The problem is that keys for vehicles and for the VCMod are all treated in one of the overridden events... x( I used my tool and within minutes I spotted the bad addon (and I corrected it later when I finally understood what it does). :-D
Hi there, I finally used the help from the topic [URL="https://facepunch.com/showthread.php?t=1446051"]How to get the list of files contained in a GMA package?[/URL] to display involved Workshop addon names. Now it should be much easier to locate a conflicting Workshop addon. I hope that will make you happy! :science101:
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