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;
}