Hello,

I have a message that looks like:

message Connected {
>   sint32 xloc   = 1; // x spawn world position
>   sint32 yloc   = 2; // y spawn world position
>   sint32 zrot   = 3; // z spawn rotation
>   string sector = 4; // sector name (unsure about this)
>   string name   = 5; // player name
>   string pid    = 6; // player id
>   string scolor = 7; // ship color
>   string sname  = 8; // ship name
> }


I am attempting to initialize it within my c++ code like this:

>
> GameClientStats& stats = gameClient.GetGameClientStats();
> server::player::Connected connectMessage; // send this to this joining 
> client
> connectMessage.set_name(stats.m_clientName);
> connectMessage.set_pid(stats.m_clientId);
> connectMessage.set_scolor(stats.m_shipColor);
> connectMessage.set_sname(stats.m_shipName);
> connectMessage.set_xloc(stats.m_xPos);
> connectMessage.set_yloc(stats.m_yPos);
> connectMessage.set_zrot(stats.m_zRot);


For some reason as I set my string parameters, the prior strings before it 
gets set to that string value. So, if I do the set_pid the name field will 
also change to the pid. set_scolor the name & pid will be set to the 
s_color. set_sname the name, pid & scolor will change to be the sname. It 
seems like they are all sharing the same string pointer field location.

Am I not initializing my message correctly? Or do I need to do something 
differently here? When I Serialize my messages from a coded stream I get my 
expected message, but manual creation doesn't seem to be working with what 
I'm currently trying to do.

Thank you very much for the information.

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