It seems to be reproducible for me, I'm not sure if any else has or is
encountering this problem however. I just got done creating a new message
and I encountered this same problem again. It only seems to be a problem
over on the c++ side.
message CreateNetObject {
> string pid = 1;
> string spid = 2;
> enum Type {
> UNKNOWN = 0;
> PLAYER_PROJECTILE = 1;
> }
> Type type = 3;
> float xloc = 4;
> float yloc = 5;
> sint32 zrot = 6;
> }
The strings overwrite each other when placing data into their associated
set_pid or set_spid fields.
On Monday, October 10, 2016 at 12:06:35 PM UTC-7, Adam Cozzette wrote:
>
> Is it possible that you renumbered some field numbers in your .proto file
> and so the code that serialized the message and the code that subsequently
> parsed it disagree on the field numbers? Or can you reproduce it within a
> single process without serialization and deserialization?
>
> On Sat, Oct 8, 2016 at 12:37 AM, Chazix <[email protected] <javascript:>>
> wrote:
>
>> Changing to use a repeated field for my strings seems to have fixed the
>> problem.
>>
>> message Connected {
>>> sint32 xloc = 1; // x spawn world position
>>> sint32 yloc = 2; // y spawn world position
>>> sint32 zrot = 3; // z spawn rotation
>>> // [0] => username
>>> // [1] => userid
>>> // [2] => shipcolor
>>> // [3] => shipname
>>> repeated string userinfo = 4;
>>> }
>>>
>>
>> With this I am able to manually add the new strings to the repeated
>> string list.
>>
>> server::player::Connected connectMessage;
>>> connectMessage.set_xloc(stats.m_xPos);
>>> connectMessage.set_yloc(stats.m_yPos);
>>> connectMessage.set_zrot(stats.m_zRot);
>>> // [0] => username
>>> connectMessage.add_userinfo();
>>> connectMessage.set_userinfo(0, stats.m_clientName);
>>> // [1] => userid
>>> connectMessage.add_userinfo();
>>> connectMessage.set_userinfo(1, stats.m_clientId);
>>> // [2] => shipcolor
>>> connectMessage.add_userinfo();
>>> connectMessage.set_userinfo(2, stats.m_shipColor);
>>> // [3] => shipname
>>> connectMessage.add_userinfo();
>>> connectMessage.set_userinfo(3, stats.m_shipName);
>>>
>>
>> It definitely allows for a cleaner .proto file, but it's strange that
>> just using individual strings was causing a problem.
>>
>>
>> On Friday, October 7, 2016 at 2:56:14 PM UTC-7, Chazix wrote:
>>>
>>> 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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