I managed to solve my problem now. I used the blah.Bytesize() function
instead of sizeof( blah.c_str() ) when sending the message size :3.
Someone should really add to documentation about Sending and Receiving
info between Server and Clients to prevent further Headaches. (Not
small ones either!)
On Tue, Nov 11, 2008 at 7:46 AM, ChJees [EMAIL PROTECTED] wrote:
I managed to solve my problem now. I used the blah.Bytesize() function
instead of sizeof( blah.c_str() ) when sending the message size :3.
Ah, yes, don't use c_str() with serialized protobufs because they may
contain zeros
I wonder if there are any reasons to why this would fail to parse on
the Server side of a game which a few friends me are making.
||Protocol:
package net_protocol;
//Login Protocol 2
message LoginInfo {
required string name = 1;
required string password = 2;
}
//Message