I have a struct on the server-side with a layout like this:
struct SomeStruct
{
public string SomeString { get; set; };
public string SomeString1;
public string SomeString2;
public string SomeString3;
}
I am using a client/server model, and an instance of this struct gets referenced a lot of times as it has really important information (over 200 times).
The thing is that when some function gets called, the values inside this struct become null. I don’t know why and it is been bugging me for a really long time.
I call a lot of methods before realizing that this values are null, so I don’t know which section of my code nullify my strings.
I am using VS2012, but I have 2010 and 2008 ultimate as well. I was wondering if there is a way to perform a trigger when some section of code nullifies my strings.
I tried to add some properties like this, bot the exception was never thrown:
struct SomeStruct {
string somestr;
public string SomeString
{
get { return somestr; }
set
{
if (value == null)
{
throw new Exception("stirng is null");
}
somestr = value;
}
}
public string SomeString1;
public string SomeString2;
public string SomeString3;
}
Might not be important, but this is one of the structs I am using (the Name variable becomes null in some part of my code, and the rest turns into default()):
[ProtoContract]
public struct CharacterInformation
{
[ProtoMember(2)]
public string Name;
[ProtoMember(3)]
public IntegerVector2 Position;
[ProtoMember(5)]
public CharacterDirection Direction;
[ProtoMember(6)]
public CharacterStatus Status;
[ProtoMember(7)]
public CharacterClass Class;
[ProtoMember(8)]
public CharacterRace Race;
[ProtoMember(9)]
public CharacterType Type;
[ProtoMember(10)]
public CharacterFaction Faction;
[ProtoMember(11)]
public float MovementModifier;
[ProtoMember(12)]
public CharacterEquipment Equipment;
}
Edit: The only instance of this struct is created on a Sql-related function:
public CharacterServerInformation GetInformation(int charID)
{
CharacterServerInformation information = new CharacterServerInformation();
if (!authInstance.CharacterExists(charID))
{
// char doesn't exists
throw new Exception("Character doesn't exists");
}
information.ID = charID;
information.Experience = GetExperience(charID);
information.Info.Direction = CharacterDirection.Bottom;
information.Info.Name = authInstance.CharacterGetName(charID);
information.Info.Class = GetClass(charID);
information.Info.Faction = GetFaction(charID);
information.Info.Position = GetPosition(charID);
information.Info.Race = GetRace(charID);
information.Info.Status = GetStatus(charID);
information.Info.Type = GetType(charID);
information.Info.MovementModifier = 1f; // should store old movement modifier, but well, whatever
information.HealthLeft = GetHealthLastLogout(charID);
return information;
}
I suspect the problem is purely because you’re using
structand not making aclass. Sincestructmembers are copied by value into methods and when returned from methods, including property getters, it’s likely that you’re “losing” the information by accidentally writing a newstructsomewhere.In this case,
classseems is far more appropriate. If you read Choosing Between Classes and Structures, you’ll see thatstructshould only be used when:In your case, all of these criteria ( except maybe the last) are being violated, so
classwould be more appropriate.