Comments (7)
Thanks for pointing this out. I also discovered that the GD.Hash(dictionary) was not the same as dictionary.hash(), therefore the way I compared the dictionary was wrong
from godot-rollback-cs.
More investigation is needed, I think some bugs remains
Once I implement a cleaner way to serialize, send & parse inputs, bugs may vanish
from godot-rollback-cs.
More investigation is needed, I think some bugs remains
Once I implement a cleaner way to serialize, send & parse inputs, bugs may vanish
Hey, i made a class for this, if you are unable to solve this problem with the godot dictionary.
using Godot;
using System;
using System.Text;
using System.Collections.Generic;
public class InputsDict
{
public Dictionary<int, string> inpDict = new Dictionary<int, string>();
public string this[int key]
{
get=>inpDict[key.GetHashCode()];
set=>inpDict.Add(key, value);
}
public bool ContainsKey (int key) => inpDict.ContainsKey(key);
public Dictionary<int, string> GetRootDictionary () => inpDict;
public byte[] Serialize ()
{
var bytes = new List<byte>();
bytes.AddRange(BitConverter.GetBytes((Int32) inpDict.Count));
foreach (var entry in inpDict)
{
bytes.AddRange(BitConverter.GetBytes((Int32) entry.Key));
byte[] strEncoded = Encoding.ASCII.GetBytes(entry.Value);
bytes.AddRange(BitConverter.GetBytes((Int32) strEncoded.Length));
bytes.AddRange(strEncoded);
}
return bytes.ToArray();
}
public static InputsDict Deserialize (byte[] data)
{
var toReturn = new InputsDict();
int CurrByte = 0;
int elementAmount = BitConverter.ToInt32(data, CurrByte);
CurrByte+=4;
for (int i = 0; i<elementAmount; ++i)
{
int key = BitConverter.ToInt32(data, CurrByte);
CurrByte+=4;
int valueLenght = BitConverter.ToInt32(data, CurrByte);
CurrByte+=4;
string value = Encoding.ASCII.GetString(data, CurrByte, valueLenght);
CurrByte+= valueLenght;
toReturn[key] = value;
}
return toReturn;
}
}
from godot-rollback-cs.
Nice, last commit implement this, I created 2 additional class to prepare for the migration. I'm going on vacation tomorrow for one week so I will not be able to work on it soon. Feel free to do so, I'll accept PR
from godot-rollback-cs.
Have a good vacation then, maybe i will get around installing github on vscode to try.
EDIT: i did it, but oh god it was hard.
from godot-rollback-cs.
This issue will be fixed with my pull request, if anyone else is reading this just download my fork of this repo because the problem is already solved there.
from godot-rollback-cs.
Should be pushed to the master branch around Monday 👍
from godot-rollback-cs.
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