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Cmd/Rpc/TargetRpc/SyncEvent hashing uses hash(Type:Func) instead of hash(Func), so that Inventory.RpcUse is not called for Equipment.RpcUse etc. Original Weaver did this too, forgot to do it when moving hash calculation to HLAPI.
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@ -94,7 +94,7 @@ protected void SendCommandInternal(string cmdName, NetworkWriter writer, int cha
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CommandMessage message = new CommandMessage();
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message.netId = netId;
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message.componentIndex = ComponentIndex;
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message.cmdHash = cmdName.GetStableHashCode();
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message.cmdHash = (GetType() + ":" + cmdName).GetStableHashCode(); // type+func so Inventory.RpcUse != Equipment.RpcUse
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message.payload = writer.ToArray();
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ClientScene.readyConnection.Send((short)MsgType.Command, message, channelId);
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@ -122,7 +122,7 @@ protected void SendRPCInternal(string rpcName, NetworkWriter writer, int channel
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RpcMessage message = new RpcMessage();
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message.netId = netId;
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message.componentIndex = ComponentIndex;
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message.rpcHash = rpcName.GetStableHashCode();
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message.rpcHash = (GetType() + ":" + rpcName).GetStableHashCode(); // type+func so Inventory.RpcUse != Equipment.RpcUse
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message.payload = writer.ToArray();
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NetworkServer.SendToReady(gameObject, (short)MsgType.Rpc, message, channelId);
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@ -142,7 +142,7 @@ protected void SendTargetRPCInternal(NetworkConnection conn, string rpcName, Net
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RpcMessage message = new RpcMessage();
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message.netId = netId;
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message.componentIndex = ComponentIndex;
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message.rpcHash = rpcName.GetStableHashCode();
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message.rpcHash = (GetType() + ":" + rpcName).GetStableHashCode(); // type+func so Inventory.RpcUse != Equipment.RpcUse
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message.payload = writer.ToArray();
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conn.Send((short)MsgType.Rpc, message, channelId);
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@ -169,7 +169,7 @@ protected void SendEventInternal(string eventName, NetworkWriter writer, int cha
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SyncEventMessage message = new SyncEventMessage();
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message.netId = netId;
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message.componentIndex = ComponentIndex;
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message.eventHash = eventName.GetStableHashCode();
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message.eventHash = (GetType() + ":" + eventName).GetStableHashCode(); // type+func so Inventory.RpcUse != Equipment.RpcUse
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message.payload = writer.ToArray();
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NetworkServer.SendToReady(gameObject, (short)MsgType.SyncEvent, message, channelId);
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@ -198,7 +198,7 @@ protected class Invoker
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[EditorBrowsable(EditorBrowsableState.Never)]
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protected static void RegisterDelegate(Type invokeClass, string cmdName, UNetInvokeType invokerType, CmdDelegate func)
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{
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int cmdHash = cmdName.GetStableHashCode();
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int cmdHash = (invokeClass + ":" + cmdName).GetStableHashCode(); // type+func so Inventory.RpcUse != Equipment.RpcUse
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if (s_CmdHandlerDelegates.ContainsKey(cmdHash))
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{
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return;
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