Path: chuka.playstation.co.uk!news From: "Jon Prestidge (Moose)" Newsgroups: scee.yaroze.freetalk.english Subject: Re: Hello! (and help!) Date: Tue, 19 Sep 2000 21:24:16 +0100 Organization: PlayStation Net Yaroze (SCEE) Lines: 11 Message-ID: <8q8hv6$d8f2@chuka.playstation.co.uk> References: <39C536EA.103F7627@yaroze41.freeserve.co.uk> <8q7o35$d8f1@chuka.playstation.co.uk> NNTP-Posting-Host: host213-123-46-29.btinternet.com X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2014.211 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2014.211 I have a dummy buffer after my packet area that I initialize before the game starts and then check every frame refresh to see if it has been corrupted.. I make it spurt-out a printf if it finds anything in there. It's not guaranteed to catch all packet buffer overruns (it could crash before the printf for example) but it's an extra tool. Even when there is no problem it gives me extra peice of mind that my packet area is big enough. I do a similar thing with other buffers too. Jon