Re: [protobuf] Re: Message with multiple strings problem

2016-10-28 Thread Chazix
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  
> 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.
>>>
>> -- 
>> You received this message because you are subscribed to the Google Groups 
>> "Protocol Buffers" group.
>> To unsubscribe from this group and stop receiving emails from it, send an 
>> email to protobuf+u...@googlegroups.com .
>> To post to this group, send email to prot...@googlegroups.com 
>> .
>> Visit this group at https://groups.google.com/group/protobuf.
>> For more options, visit https://groups.google.com/d/optout.
>>
>
>

-- 
You received this message because you are subscribed to the Google Groups 
"Protocol Buffers" group.
To unsubscribe from this group and stop receiving emails from it, send an email 
to protobuf+unsubscr...@googlegroups.com.
To post to this group, send email to protobuf@googlegroups.com.
Visit this group at https://groups.google.com/group/protobuf.
For 

[protobuf] Re: Message with multiple strings problem

2016-10-08 Thread Chazix
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.
>

-- 
You received this message because you are subscribed to the Google Groups 
"Protocol Buffers" group.
To unsubscribe from this group and stop receiving emails from it, send an email 
to protobuf+unsubscr...@googlegroups.com.
To post to this group, send email to protobuf@googlegroups.com.
Visit this group at https://groups.google.com/group/protobuf.
For more options, visit https://groups.google.com/d/optout.